﻿//-------------------------------------------------------------------------
/*
Copyright (c) 2010 - JV Software
Copyright (C) 1996, 2003 - 3D Realms Entertainment

This file is part of the XNA Duke Nukem 3D Atomic Edition Port

Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
aint with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
Ported to Silverlight/XNA C# 05/03/2011 - Justin Marshall, JV Software
*/
//-------------------------------------------------------------------------

using System;
using System.Net;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Documents;
using System.Windows.Ink;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Animation;
using System.Windows.Shapes;
using build;

namespace duke3d.game
{
    public static class Actors
    {
        private static int floorceildist = 0;
//        extern char numenvsnds,actor_tog;

        public static bool ssp(short i,uint cliptype) //The set sprite function
        {
            spritetype s;
            int movetype;

            s = Engine.board.sprite[i];

            movetype = movesprite(i,
                (s.xvel*(Engine.table.sintable[(s.ang+512)&2047]))>>14,
                (s.xvel*(Engine.table.sintable[s.ang&2047]))>>14,s.zvel,
                cliptype);

            return (movetype==0);
        }
        /*
        public static void updateinterpolations()  //Stick at beginning of domovethings
        {
	        int i;

	        for(i=Duke3d.numinterpolations-1;i>=0;i--) Duke3d.curiposobj[Duke3d.oldipos[i]] = Duke3d.curiposobj[Duke3d.curipos[i]];
        }


        public static void setinterpolation(int[] curiposobj, int posptr)
        {
	        int i;

	        if (Duke3d.numinterpolations >= Duke3d.MAXINTERPOLATIONS) return;
	        for(i=Duke3d.numinterpolations-1;i>=0;i--)
		        if (Duke3d.curipos[i] == posptr) return;
	        Duke3d.curipos[Duke3d.numinterpolations] = posptr;
	        Duke3d.oldipos[Duke3d.numinterpolations] = Duke3d.curiposobj [posptr];
            Duke3d.curiposobj = curiposobj;
	        Duke3d.numinterpolations++;
        }

        public static void stopinterpolation(int posptr)
        {
	        int i;

	        for(i=Duke3d.numinterpolations-1;i>==Duke3d.startofdynamicinterpolations;i--)
		        if (curipos[i] == posptr)
		        {
			        numinterpolations--;
			        oldipos[i] = oldipos[numinterpolations];
			        bakipos[i] = bakipos[numinterpolations];
			        curipos[i] = curipos[numinterpolations];
		        }
        }

        void dointerpolations(int smoothratio)       //Stick at beginning of drawscreen
        {
	        int i, j, odelta, ndelta;

	        ndelta = 0; j = 0;
	        for(i=numinterpolations-1;i>=0;i--)
	        {
		        bakipos[i] = *curipos[i];
		        odelta = ndelta; ndelta = (*curipos[i])-oldipos[i];
		        if (odelta != ndelta) j = mulscale16(ndelta,smoothratio);
		        *curipos[i] = oldipos[i]+j;
	        }
        }

        void restoreinterpolations()  //Stick at end of drawscreen
        {
	        int i;

	        for(i=numinterpolations-1;i>=0;i--) *curipos[i] = bakipos[i];
        }
        */
        int ceilingspace(short sectnum)
        {
            if( (Engine.board.sector[sectnum].ceilingstat&1) != 0 && Engine.board.sector[sectnum].ceilingpal == 0 )
            {
                switch(Engine.board.sector[sectnum].ceilingpicnum)
                {
                    case Names.MOONSKY1:
                    case Names.BIGORBIT1:
                        return 1;
                }
            }
            return 0;
        }

        int floorspace(short sectnum)
        {
            if( (Engine.board.sector[sectnum].floorstat&1) != 0 && Engine.board.sector[sectnum].ceilingpal == 0 )
            {
                switch(Engine.board.sector[sectnum].floorpicnum)
                {
                    case Names.MOONSKY1:
                    case Names.BIGORBIT1:
                        return 1;
                }
            }
            return 0;
        }

        void addammo( short weapon,ref player_struct p,short amount)
        {
           p.ammo_amount[weapon] += amount;

           if( p.ammo_amount[weapon] > Duke3d.max_ammo_amount[weapon] )
                p.ammo_amount[weapon] = Duke3d.max_ammo_amount[weapon];
        }

        void addweapon( ref player_struct p,short weapon)
        {
            if ( p.gotweapon[weapon] == 0 )
            {
                p.gotweapon[weapon] = 1;
                if(weapon == Duke3d.SHRINKER_WEAPON)
                    p.gotweapon[Duke3d.GROW_WEAPON] = 1;
            }

            p.random_club_frame = 0;

            if(p.holster_weapon == 0)
            {
                p.weapon_pos = -1;
                p.last_weapon = p.curr_weapon;
            }
            else
            {
                p.weapon_pos = 10;
                p.holster_weapon = 0;
                p.last_weapon = -1;
            }

            p.kickback_pic = 0;
            p.curr_weapon = weapon;

            if(weapon == Duke3d.KNEE_WEAPON || weapon == Duke3d.TRIPBOMB_WEAPON || weapon == Duke3d.HANDREMOTE_WEAPON || weapon == Duke3d.HANDBOMB_WEAPON )
            {

            }
            else if(weapon == Duke3d.SHOTGUN_WEAPON)
            {
                SoundSystem.spritesound(Sounddef.SHOTGUN_COCK,p.i);
            }
            else if(weapon == Duke3d.PISTOL_WEAPON)
            {
                SoundSystem.spritesound(Sounddef.INSERT_CLIP,p.i);
            }
            else
            {
                SoundSystem.spritesound(Sounddef.SELECT_WEAPON,p.i);
            }

            /*
            switch(weapon)
            {
                case Duke3d.KNEE_WEAPON:
                case Duke3d.TRIPBOMB_WEAPON:
                case Duke3d.HANDREMOTE_WEAPON:
                case Duke3d.HANDBOMB_WEAPON:     
                break;
                case Duke3d.SHOTGUN_WEAPON:      spritesound(SHOTGUN_COCK,p.i);break;
                case Duke3d.PISTOL_WEAPON:       spritesound(INSERT_CLIP,p.i);break;
                            default:      spritesound(SELECT_WEAPON,p.i);break;
            }
            */
        }

        public static void checkavailinven( ref player_struct p )
        {

            if(p.firstaid_amount > 0)
                p.inven_icon = 1;
            else if(p.steroids_amount > 0)
                p.inven_icon = 2;
            else if(p.holoduke_amount > 0)
                p.inven_icon = 3;
            else if(p.jetpack_amount > 0)
                p.inven_icon = 4;
            else if(p.heat_amount > 0)
                p.inven_icon = 5;
            else if(p.scuba_amount > 0)
                p.inven_icon = 6;
            else if(p.boot_amount > 0)
                p.inven_icon = 7;
            else p.inven_icon = 0;
        }

        public static void checkavailweapon( ref player_struct p )
        {
            short i,snum;
            Int32 weap;

            if(p.wantweaponfire >= 0)
            {
                weap = p.wantweaponfire;
                p.wantweaponfire = -1;

                if(weap == p.curr_weapon) return;
                else if( p.gotweapon[weap] != 0 && p.ammo_amount[weap] > 0 )
                {
                    addweapon(p,weap);
                    return;
                }
            }

            weap = p.curr_weapon;
            if( p.gotweapon[weap] != 0 && p.ammo_amount[weap] > 0 )
                return;

            snum = Engine.board.sprite[p.i].yvel;

            for(i=0;i<10;i++)
            {
                weap = Duke3d.ud.wchoice[snum,i];
        #if VOLUMEONE
                if(weap > 6) continue;
        #endif

                if(weap == 0) weap = 9;
                else weap--;

                if( weap == 0 || ( p.gotweapon[weap] != 0 && p.ammo_amount[weap] > 0 ) )
                    break;
            }

            if(i == 10) weap = 0;

            // Found the weapon

            p.last_weapon  = p.curr_weapon;
            p.random_club_frame = 0;
            p.curr_weapon  = (short)weap;
            p.kickback_pic = 0;
            if(p.holster_weapon == 1)
            {
                p.holster_weapon = 0;
                p.weapon_pos = 10;
            }
            else p.weapon_pos   = -1;
        }

         /*
        void checkavailweapon( player_struct p )
        {
            short i,okay,check_shoot,check_bombs;

            if(p.ammo_amount[p.curr_weapon] > 0) return;
            okay = check_shoot = check_bombs = 0;

            switch(p.curr_weapon)
            {
                case PISTOL_WEAPON:
                case CHAINGUN_WEAPON:
                case SHOTGUN_WEAPON:
        #ifndef VOLUMEONE
                case FREEZE_WEAPON:
                case DEVISTATOR_WEAPON:
                case SHRINKER_WEAPON:
                case GROW_WEAPON:
        #endif
                case RPG_WEAPON:
                case KNEE_WEAPON:
                    check_shoot = 1;
                    break;
                case HANDBOMB_WEAPON:
                case HANDREMOTE_WEAPON:
        #ifndef VOLUMEONE
                case TRIPBOMB_WEAPON:
        #endif
                    check_bombs = 1;
                    break;
            }

            CHECK_SHOOT:
            if(check_shoot)
            {
                for(i = p.curr_weapon+1; i < MAX_WEAPONS;i++)
                    switch(i)
                    {
                        case PISTOL_WEAPON:
                        case CHAINGUN_WEAPON:
                        case SHOTGUN_WEAPON:
        #ifndef VOLUMEONE
                        case FREEZE_WEAPON:
                        case SHRINKER_WEAPON:
                        case GROW_WEAPON:
                        case DEVISTATOR_WEAPON:
        #endif
                            if ( p.gotweapon[i] && p.ammo_amount[i] > 0 )
                            {
                                okay = i;
                                goto OKAY_HERE;
                            }
                            break;
                    }

                for(i = p.curr_weapon-1; i > 0;i--)
                    switch(i)
                    {
                        case PISTOL_WEAPON:
                        case CHAINGUN_WEAPON:
                        case SHOTGUN_WEAPON:
        #ifndef VOLUMEONE
                        case FREEZE_WEAPON:
                        case DEVISTATOR_WEAPON:
                        case SHRINKER_WEAPON:
                        case GROW_WEAPON:
        #endif
                            if ( p.gotweapon[i] && p.ammo_amount[i] > 0 )
                            {
                                okay = i;
                                goto OKAY_HERE;
                            }
                            break;
                    }

                if( p.gotweapon[RPG_WEAPON] && p.ammo_amount[RPG_WEAPON] > 0 )
                {
                    okay = RPG_WEAPON;
                    goto OKAY_HERE;
                }

                if(check_bombs == 0)
                    check_bombs = 1;
                else
                {
                    addweapon(p,KNEE_WEAPON);
                    return;
                }
            }

            if(check_bombs)
            {
                for(i = p.curr_weapon-1; i > 0;i--)
                    switch(i)
                    {
                        case HANDBOMB_WEAPON:
        #ifndef VOLUMEONE
                        case TRIPBOMB_WEAPON:
        #endif
                            if ( p.gotweapon[i] && p.ammo_amount[i] > 0 )
                            {
                                okay = i;
                                goto OKAY_HERE;
                            }
                            break;
                    }

                for(i = p.curr_weapon+1; i < MAX_WEAPONS;i++)
                    switch(i)
                    {
                        case HANDBOMB_WEAPON:
        #ifdef VOLUMEONE
                        case TRIPBOMB_WEAPON:
        #endif
                            if ( p.gotweapon[i] && p.ammo_amount[i] > 0 )
                            {
                                okay = i;
                                goto OKAY_HERE;
                            }
                            break;
                    }

                if(check_shoot == 0)
                {
                    check_shoot = 1;
                    goto CHECK_SHOOT;
                }
                else
                {
                    addweapon(p,KNEE_WEAPON);
                    return;
                }
            }

            OKAY_HERE:

            if(okay)
            {
                p.last_weapon  = p.curr_weapon;
                p.random_club_frame = 0;
                p.curr_weapon  = okay;
                p.kickback_pic = 0;
                if(p.holster_weapon == 1)
                {
                    p.holster_weapon = 0;
                    p.weapon_pos = 10;
                }
                else p.weapon_pos   = -1;
                return;
            }
        }
           */

        public static int ifsquished(short i, short p)
        {
            sectortype sc;
            bool squishme = false;
            int floorceildist;

            if(Duke3d.PN(i) == Names.APLAYER && Duke3d.ud.clipping != 0)
                return 0;

            sc = Engine.board.sector[Duke3d.SECT(i)];
            floorceildist = sc.floorz - sc.ceilingz;

            if(sc.lotag != 23)
            {
                if(Engine.board.sprite[i].pal == 1)
                    squishme = floorceildist < (32<<8) && (sc.lotag&32768) == 0;
                else
                    squishme = floorceildist < (12<<8); // && (sc.lotag&32768) == 0;
            }
            else squishme = false;

            if( squishme )
            {
                FTA(10,&ps[p]);

                if(Game.badguy(Engine.board.sprite[i])) Engine.board.sprite[i].xvel = 0;

                if(Engine.board.sprite[i].pal == 1)
                {
                    Duke3d.hittype[i].picnum = Names.SHOTSPARK1;
                    Duke3d.hittype[i].extra = 1;
                    return 0;
                }

                return 1;
            }
            return 0;
        }

        private static byte[] statlist = new byte[] {0,1,6,10,12,2,5};
        public static void hitradius( short i, int  r, int  hp1, int  hp2, int  hp3, int  hp4 )
        {
            spritetype s,sj;
            walltype wal;
            int d, q, x1, y1;
            int sectcnt, sectend, dasect, startwall, endwall, nextsect;
            short j,k,p,x,nextj,sect;
            
            short[] tempshort = Duke3d.tempbufshort;

            s = Engine.board.sprite[i];

            if(s.picnum == Names.RPG && s.xrepeat < 11) goto SKIPWALLCHECK;

            if(s.picnum != Names.SHRINKSPARK)
            {
                tempshort[0] = s.sectnum;
                dasect = s.sectnum;
                sectcnt = 0; sectend = 1;

                do
                {
                    dasect = tempshort[sectcnt++];
                    if(((Engine.board.sector[dasect].ceilingz-s.z)>>8) < r)
                    {
                       d = pragmas.klabs(Engine.board.wall[Engine.board.sector[dasect].wallptr].x-s.x)+pragmas.klabs(Engine.board.wall[Engine.board.sector[dasect].wallptr].y-s.y);
                       if(d < r)
                            checkhitceiling(dasect);
                       else
                       {
                            d = pragmas.klabs(Engine.board.wall[Engine.board.wall[Engine.board.wall[Engine.board.sector[dasect].wallptr].point2].point2].x-s.x)+pragmas.klabs(Engine.board.wall[Engine.board.wall[Engine.board.wall[Engine.board.sector[dasect].wallptr].point2].point2].y-s.y);
                            if(d < r)
                                checkhitceiling(dasect);
                       }
                   }

                   startwall = Engine.board.sector[dasect].wallptr;
                   endwall = startwall+Engine.board.sector[dasect].wallnum;
                   for(x=(short)startwall,wal=Engine.board.wall[startwall];x<endwall;wal=Engine.board.wall[x], x++)
                       if( ( pragmas.klabs(wal.x-s.x)+pragmas.klabs(wal.y-s.y) ) < r)
                   {
                       nextsect = wal.nextsector;
                       if (nextsect >= 0)
                       {
                           for(dasect=sectend-1;dasect>=0;dasect--)
                               if (tempshort[dasect] == nextsect) break;
                           if (dasect < 0) tempshort[sectend++] = nextsect;
                       }
                       x1 = (((wal.x+Engine.board.wall[wal.point2].x)>>1)+s.x)>>1;
                       y1 = (((wal.y+Engine.board.wall[wal.point2].y)>>1)+s.y)>>1;
                       Engine.board.updatesector(x1,y1,ref sect);
                       if( sect >= 0 && Engine.board.cansee(x1,y1,s.z,sect,s.x,s.y,s.z,s.sectnum ) )
                           checkhitwall(i,x,wal.x,wal.y,s.z,s.picnum);
                   }
                }
                while (sectcnt < sectend);
            }

            SKIPWALLCHECK:

            q = -(16<<8)+(Duke3d.TRAND()&((32<<8)-1));

            for(x = 0;x<7;x++)
            {
                j = (short)Engine.board.headspritestat[statlist[x]];
                while(j >= 0)
                {
                    nextj = (short)Engine.board.nextspritestat[j];
                    sj = Engine.board.sprite[j];

                    if( x == 0 || x >= 5 || AFLAMABLE(sj.picnum) )
                    {
                        if( s.picnum != Names.SHRINKSPARK || (sj.cstat&257) != 0 )
                            if( dist( s, sj ) < r )
                            {
                                if( Game.badguy(sj) && !Engine.board.cansee( sj.x, sj.y,sj.z+q, sj.sectnum, s.x, s.y, s.z+q, s.sectnum) )
                                    goto BOLT;
                                checkhitsprite( j, i );
                            }
                    }
                    else if( sj.extra >= 0 && sj != s && ( sj.picnum == Names.TRIPBOMB || badguy(sj) || sj.picnum == Names.QUEBALL || sj.picnum == Names.STRIPEBALL || (sj.cstat&257) || sj.picnum == DUKELYINGDEAD ) )
                    {
                        if( s.picnum == Names.SHRINKSPARK && sj.picnum != Names.SHARK && ( j == s.owner || sj.xrepeat < 24 ) )
                        {
                            j = nextj;
                            continue;
                        }
                        if( s.picnum == Names.MORTER && j == s.owner)
                        {
                            j = nextj;
                            continue;
                        }

                        if(sj.picnum == Names.APLAYER) sj.z -= Duke3d.PHEIGHT;
                        d = dist( s, sj );
                        if(sj.picnum == Names.APLAYER) sj.z += Duke3d.PHEIGHT;

                        if ( d < r && Engine.board.cansee( sj.x, sj.y, sj.z-(8<<8), sj.sectnum, s.x, s.y, s.z-(12<<8), s.sectnum) )
                        {
                            Duke3d.hittype[j].ang = (short)Engine.getangle(sj.x-s.x,sj.y-s.y);

                            if ( s.picnum == Names.RPG && sj.extra > 0)
                                Duke3d.hittype[j].picnum = Names.RPG;
                            else
                            {
                                if( s.picnum == Names.SHRINKSPARK )
                                    Duke3d.hittype[j].picnum = Names.SHRINKSPARK;
                                else Duke3d.hittype[j].picnum = Names.RADIUSEXPLOSION;
                            }

                            if(s.picnum != Names.SHRINKSPARK)
                            {
                                if ( d < r/3 )
                                {
                                    if(hp4 == hp3) hp4++;
                                    Duke3d.hittype[j].extra = hp3 + (Duke3d.TRAND()%(hp4-hp3));
                                }
                                else if ( d < 2*r/3 )
                                {
                                    if(hp3 == hp2) hp3++;
                                    Duke3d.hittype[j].extra = hp2 + (Duke3d.TRAND()%(hp3-hp2));
                                }
                                else if ( d < r )
                                {
                                    if(hp2 == hp1) hp2++;
                                    Duke3d.hittype[j].extra = hp1 + (Duke3d.TRAND()%(hp2-hp1));
                                }

                                if( Engine.board.sprite[j].picnum != Names.TANK && Engine.board.sprite[j].picnum != Names.ROTATEGUN && Engine.board.sprite[j].picnum != Names.RECON && Engine.board.sprite[j].picnum != Names.BOSS1 && Engine.board.sprite[j].picnum != Names.BOSS2 && Engine.board.sprite[j].picnum != Names.BOSS3 && Engine.board.sprite[j].picnum != Names.BOSS4 )
                                {
                                    if(sj.xvel < 0) sj.xvel = 0;
                                    sj.xvel += (short)(s.extra<<2);
                                }

                                if( sj.picnum == Names.PODFEM1 || sj.picnum == Names.FEM1 ||
                                    sj.picnum == Names.FEM2 || sj.picnum == Names.FEM3 ||
                                    sj.picnum == Names.FEM4 || sj.picnum == Names.FEM5 ||
                                    sj.picnum == Names.FEM6 || sj.picnum == Names.FEM7 ||
                                    sj.picnum == Names.FEM8 || sj.picnum == Names.FEM9 ||
                                    sj.picnum == Names.FEM10 || sj.picnum == Names.STATUE ||
                                    sj.picnum == Names.STATUEFLASH || sj.picnum == Names.SPACEMARINE || sj.picnum == Names.QUEBALL || sj.picnum == Names.STRIPEBALL)
                                        checkhitsNames.rite( j, i );
                            }
                            else if(s.extra == 0) Duke3d.hittype[j].extra = 0;

                            if ( sj.picnum != Names.RADIUSEXPLOSION &&
                                s.owner >= 0 && Engine.board.sprite[s.owner].statnum < bMap.MAXSTATUS )
                            {
                                if(sj.picnum == Names.APLAYER)
                                {
                                    p = sj.yvel;
                                    if(Duke3d.ps[p].newowner >= 0)
                                    {
                                        Duke3d.ps[p].newowner = -1;
                                        Duke3d.ps[p].posx = Duke3d.ps[p].oposx;
                                        Duke3d.ps[p].posy = Duke3d.ps[p].oposy;
                                        Duke3d.ps[p].posz = Duke3d.ps[p].oposz;
                                        Duke3d.ps[p].ang = Duke3d.ps[p].oang;
                                        Engine.board.updatesector(Duke3d.ps[p].posx,Duke3d.ps[p].posy,ref Duke3d.ps[p].cursectnum);
                                        setpal(&ps[p]);

                                        k = (short)Engine.board.headspritestat[1];
                                        while(k >= 0)
                                        {
                                            if(Engine.board.sprite[k].picnum==Names.CAMERA1)
                                                Engine.board.sprite[k].yvel = 0;
                                            k = (short)Engine.board.nextspritestat[k];
                                        }
                                    }
                                }
                                Duke3d.hittype[j].owner = s.owner;
                            }
                        }
                    }
                    BOLT:
                    j = nextj;
                }
            }
        }


        public static int movesprite(short spritenum, int xchange, int ychange, int zchange, uint cliptype)
        {
            int daz,h, oldx, oldy;
            short retval, dasectnum, a, cd;
            char bg;

            bg = badguy(&sprite[spritenum]);

            if(sprite[spritenum].statnum == 5 || (bg && sprite[spritenum].xrepeat < 4 ) )
            {
                sprite[spritenum].x += (xchange*TICSPERFRAME)>>2;
                sprite[spritenum].y += (ychange*TICSPERFRAME)>>2;
                sprite[spritenum].z += (zchange*TICSPERFRAME)>>2;
                if(bg)
                    setsprite(spritenum,sprite[spritenum].x,sprite[spritenum].y,sprite[spritenum].z);
                return 0;
            }

            dasectnum = sprite[spritenum].sectnum;

	        daz = sprite[spritenum].z;
            h = ((tilesizy[sprite[spritenum].picnum]*sprite[spritenum].yrepeat)<<1);
            daz -= h;

            if( bg )
            {
                oldx = sprite[spritenum].x;
                oldy = sprite[spritenum].y;

                if( sprite[spritenum].xrepeat > 60 )
                    retval = clipmove(&sprite[spritenum].x,&sprite[spritenum].y,&daz,&dasectnum,((xchange*TICSPERFRAME)<<11),((ychange*TICSPERFRAME)<<11),1024L,(4<<8),(4<<8),cliptype);
                else
                {
                    if(sprite[spritenum].picnum == LIZMAN)
                        cd = 292L;
                    else if( (actortype[sprite[spritenum].picnum]&3) )
                        cd = sprite[spritenum].clipdist<<2;
                    else
                        cd = 192L;

                    retval = clipmove(&sprite[spritenum].x,&sprite[spritenum].y,&daz,&dasectnum,((xchange*TICSPERFRAME)<<11),((ychange*TICSPERFRAME)<<11),cd,(4<<8),(4<<8),cliptype);
                }

                if( dasectnum < 0 || ( dasectnum >= 0 &&
                    ( ( hittype[spritenum].actorstayput >= 0 && hittype[spritenum].actorstayput != dasectnum ) ||
                      ( ( sprite[spritenum].picnum == BOSS2 ) && sprite[spritenum].pal == 0 && sector[dasectnum].lotag != 3 ) ||
                      ( ( sprite[spritenum].picnum == BOSS1 || sprite[spritenum].picnum == BOSS2 ) && sector[dasectnum].lotag == 1 ) ||
                      ( sector[dasectnum].lotag == 1 && ( sprite[spritenum].picnum == LIZMAN || ( sprite[spritenum].picnum == LIZTROOP && sprite[spritenum].zvel == 0 ) ) )
                    ) )
                  )
                {
                        sprite[spritenum].x = oldx;
                        sprite[spritenum].y = oldy;
                        if(sector[dasectnum].lotag == 1 && sprite[spritenum].picnum == LIZMAN)
                            sprite[spritenum].ang = (Duke3d.TRAND()&2047);
                        else if( (hittype[spritenum].temp_data[0]&3) == 1 && sprite[spritenum].picnum != COMMANDER )
                            sprite[spritenum].ang = (Duke3d.TRAND()&2047);
                        setsprite(spritenum,oldx,oldy,sprite[spritenum].z);
                        if(dasectnum < 0) dasectnum = 0;
                        return (16384+dasectnum);
                }
                if( (retval&49152) >= 32768 && (hittype[spritenum].cgg==0) ) sprite[spritenum].ang += 768;
            }
            else
            {
                if(sprite[spritenum].statnum == 4)
                    retval =
                        clipmove(&sprite[spritenum].x,&sprite[spritenum].y,&daz,&dasectnum,((xchange*TICSPERFRAME)<<11),((ychange*TICSPERFRAME)<<11),8L,(4<<8),(4<<8),cliptype);
                else
                    retval =
                        clipmove(&sprite[spritenum].x,&sprite[spritenum].y,&daz,&dasectnum,((xchange*TICSPERFRAME)<<11),((ychange*TICSPERFRAME)<<11),(int)(sprite[spritenum].clipdist<<2),(4<<8),(4<<8),cliptype);
            }

            if( dasectnum >= 0)
                if ( (dasectnum != sprite[spritenum].sectnum) )
                    changespritesect(spritenum,dasectnum);
            daz = sprite[spritenum].z + ((zchange*TICSPERFRAME)>>3);
            if ((daz > hittype[spritenum].ceilingz) && (daz <= hittype[spritenum].floorz))
                sprite[spritenum].z = daz;
            else
                if (retval == 0)
                    return(16384+dasectnum);

	        return(retval);
        }


        

        void insertspriteq(short i)
        {
            if(spriteqamount > 0)
            {
                if(spriteq[spriteqloc] >= 0)
                    sprite[spriteq[spriteqloc]].xrepeat = 0;
                spriteq[spriteqloc] = i;
                spriteqloc = (spriteqloc+1)%spriteqamount;
            }
            else sprite[i].xrepeat = sprite[i].yrepeat = 0;
        }

        void lotsofmoney(spritetype s, short n)
        {
            short i ,j;
            for(i=n;i>0;i--)
            {
                j = EGS(s.sectnum,s.x,s.y,s.z-(Duke3d.TRAND()%(47<<8)),MONEY,-32,8,8,Duke3d.TRAND()&2047,0,0,0,5);
                sprite[j].cstat = Duke3d.TRAND()&12;
            }
        }

        void lotsofmail(spritetype s, short n)
        {
            short i ,j;
            for(i=n;i>0;i--)
            {
                j = EGS(s.sectnum,s.x,s.y,s.z-(Duke3d.TRAND()%(47<<8)),MAIL,-32,8,8,Duke3d.TRAND()&2047,0,0,0,5);
                sprite[j].cstat = Duke3d.TRAND()&12;
            }
        }

        void lotsofpaper(spritetype s, short n)
        {
            short i ,j;
            for(i=n;i>0;i--)
            {
                j = EGS(s.sectnum,s.x,s.y,s.z-(Duke3d.TRAND()%(47<<8)),PAPER,-32,8,8,Duke3d.TRAND()&2047,0,0,0,5);
                sprite[j].cstat = Duke3d.TRAND()&12;
            }
        }


     
        void guts(spritetype s,short gtype, short n, short p)
        {
            int gutz,floorz;
            short i,a,j;
            char sx,sy;
            sbyte pal;

            if(badguy(s) && s.xrepeat < 16)
                sx = sy = 8;
            else sx = sy = 32;

            gutz = s.z-(8<<8);
            floorz = getflorzofslope(s.sectnum,s.x,s.y);

            if( gutz > ( floorz-(8<<8) ) )
                gutz = floorz-(8<<8);

            if(s.picnum == COMMANDER)
                gutz -= (24<<8);

            if( badguy(s) && s.pal == 6)
                pal = 6;
            else pal = 0;

            for(j=0;j<n;j++)
            {
                a = Duke3d.TRAND()&2047;
                i = EGS(s.sectnum,s.x+(Duke3d.TRAND()&255)-128,s.y+(Duke3d.TRAND()&255)-128,gutz-(Duke3d.TRAND()&8191),gtype,-32,sx,sy,a,48+(Duke3d.TRAND()&31),-512-(Duke3d.TRAND()&2047),ps[p].i,5);
                if(PN == JIBS2)
                {
                    sprite[i].xrepeat >>= 2;
                    sprite[i].yrepeat >>= 2;
                }
                if(pal == 6)
                    sprite[i].pal = 6;
            }
        }

        void gutsdir(spritetype s,short gtype, short n, short p)
        {
            int gutz,floorz;
            short i,a,j;
            char sx,sy;

            if(badguy(s) && s.xrepeat < 16)
                sx = sy = 8;
            else sx = sy = 32;

            gutz = s.z-(8<<8);
            floorz = getflorzofslope(s.sectnum,s.x,s.y);

            if( gutz > ( floorz-(8<<8) ) )
                gutz = floorz-(8<<8);

            if(s.picnum == COMMANDER)
                gutz -= (24<<8);

            for(j=0;j<n;j++)
            {
                a = Duke3d.TRAND()&2047;
                i = EGS(s.sectnum,s.x,s.y,gutz,gtype,-32,sx,sy,a,256+(Duke3d.TRAND()&127),-512-(Duke3d.TRAND()&2047),ps[p].i,5);
            }
        }

        void setsectinterpolate(short i)
        {
            int j, k, startwall,endwall;

            startwall = sector[SECT].wallptr;
            endwall = startwall+sector[SECT].wallnum;

            for(j=startwall;j<endwall;j++)
            {
                setinterpolation(&wall[j].x);
                setinterpolation(&wall[j].y);
                k = wall[j].nextwall;
                if(k >= 0)
                {
                    setinterpolation(&wall[k].x);
                    setinterpolation(&wall[k].y);
                    k = wall[k].point2;
                    setinterpolation(&wall[k].x);
                    setinterpolation(&wall[k].y);
                }
            }
        }

        void clearsectinterpolate(short i)
        {
            short j,startwall,endwall;

            startwall = sector[SECT].wallptr;
            endwall = startwall+sector[SECT].wallnum;
            for(j=startwall;j<endwall;j++)
            {
                stopinterpolation(&wall[j].x);
                stopinterpolation(&wall[j].y);
                if(wall[j].nextwall >= 0)
                {
                    stopinterpolation(&wall[wall[j].nextwall].x);
                    stopinterpolation(&wall[wall[j].nextwall].y);
                }
            }
        }

        void ms(short i)
        {
            //T1,T2 and T3 are used for all the sector moving stuff!!!

            short startwall,endwall,x;
            int tx,ty,j,k;
            spritetype s;

            s = &sprite[i];

            s.x += (s.xvel*(sintable[(s.ang+512)&2047]))>>14;
            s.y += (s.xvel*(sintable[s.ang&2047]))>>14;

            j = T2;
            k = T3;

            startwall = sector[s.sectnum].wallptr;
            endwall = startwall+sector[s.sectnum].wallnum;
            for(x=startwall;x<endwall;x++)
            {
                rotatepoint(
                    0,0,
                    msx[j],msy[j],
                    k&2047,&tx,&ty);

                dragpoint(x,s.x+tx,s.y+ty);

                j++;
            }
        }

        void movefta()
        {
            int x, px, py, sx, sy;
            short i, j, p, psect, ssect, nexti;
            spritetype s;

            i = headspritestat[2];
            while(i >= 0)
            {
                nexti = nextspritestat[i];

                s = &sprite[i];
                p = findplayer(s,&x);

                ssect = psect = s.sectnum;

                if(sprite[ps[p].i].extra > 0 )
                {
                    if( x < 30000 )
                    {
                        hittype[i].timetosleep++;
                        if( hittype[i].timetosleep >= (x>>8) )
                        {
                            if(badguy(s))
                            {
                                px = ps[p].oposx+64-(Duke3d.TRAND()&127);
                                py = ps[p].oposy+64-(Duke3d.TRAND()&127);
                                updatesector(px,py,&psect);
                                if(psect == -1)
                                {
                                    i = nexti;
                                    continue;
                                }
                                sx = s.x+64-(Duke3d.TRAND()&127);
                                sy = s.y+64-(Duke3d.TRAND()&127);
                                updatesector(px,py,&ssect);
                                if(ssect == -1)
                                {
                                    i = nexti;
                                    continue;
                                }
                                j = cansee(sx,sy,s.z-(Duke3d.TRAND()%(52<<8)),s.sectnum,px,py,ps[p].oposz-(Duke3d.TRAND()%(32<<8)),ps[p].cursectnum);
                            }
                            else
                                j = cansee(s.x,s.y,s.z-((Duke3d.TRAND()&31)<<8),s.sectnum,ps[p].oposx,ps[p].oposy,ps[p].oposz-((Duke3d.TRAND()&31)<<8),ps[p].cursectnum);

               //             j = 1;

                            if(j) switch(s.picnum)
                            {
                                case RUBBERCAN:
                                case EXPLODINGBARREL:
                                case WOODENHORSE:
                                case HORSEONSIDE:
                                case CANWITHSOMETHING:
                                case CANWITHSOMETHING2:
                                case CANWITHSOMETHING3:
                                case CANWITHSOMETHING4:
                                case FIREBARREL:
                                case FIREVASE:
                                case NUKEBARREL:
                                case NUKEBARRELDENTED:
                                case NUKEBARRELLEAKED:
                                case TRIPBOMB:
                                    if (sector[s.sectnum].ceilingstat&1)
                                        s.shade = sector[s.sectnum].ceilingshade;
                                    else s.shade = sector[s.sectnum].floorshade;

                                    hittype[i].timetosleep = 0;
                                    changespritestat(i,6);
                                    break;
                                default:
                                    hittype[i].timetosleep = 0;
                                    check_fta_sounds(i);
                                    changespritestat(i,1);
                                    break;
                            }
                            else hittype[i].timetosleep = 0;
                        }
                    }
                    if( badguy( s ) )
                    {
                        if (sector[s.sectnum].ceilingstat&1)
                            s.shade = sector[s.sectnum].ceilingshade;
                        else s.shade = sector[s.sectnum].floorshade;
                    }
                }
                i = nexti;
            }
        }

        short ifhitsectors(short sectnum)
        {
            short i;

            i = headspritestat[5];
            while(i >= 0)
            {
                if( PN == EXPLOSION2 && sectnum == SECT )
                    return i;
                i = nextspritestat[i];
            }
            return -1;
        }

        short ifhitbyweapon(short sn)
        {
            short j, k, p;
            spritetype npc;

            if( hittype[sn].extra >= 0 )
            {
                if(sprite[sn].extra >= 0 )
                {
                    npc = &sprite[sn];

                    if(npc.picnum == APLAYER)
                    {
                        if(ud.god && hittype[sn].picnum != SHRINKSPARK ) return -1;

                        p = npc.yvel;
                        j = hittype[sn].owner;

                        if( j >= 0 &&
                            sprite[j].picnum == APLAYER &&
                            ud.coop == 1 &&
                            ud.ffire == 0 )
                                return -1;

                        npc.extra -= hittype[sn].extra;

                        if(j >= 0)
                        {
                            if(npc.extra <= 0 && hittype[sn].picnum != FREEZEBLAST)
                            {
                                npc.extra = 0;

                                ps[p].wackedbyactor = j;

                                if( sprite[hittype[sn].owner].picnum == APLAYER && p != sprite[hittype[sn].owner].yvel )
                                    ps[p].frag_ps = sprite[j].yvel;

                                hittype[sn].owner = ps[p].i;
                            }
                        }

                        switch(hittype[sn].picnum)
                        {
                            case RADIUSEXPLOSION:
                            case RPG:
                            case HYDRENT:
                            case HEAVYHBOMB:
                            case SEENINE:
                            case OOZFILTER:
                            case EXPLODINGBARREL:
                                ps[p].posxv +=
                                    hittype[sn].extra*(sintable[(hittype[sn].ang+512)&2047])<<2;
                                ps[p].posyv +=
                                    hittype[sn].extra*(sintable[hittype[sn].ang&2047])<<2;
                                break;
                            default:
                                ps[p].posxv +=
                                    hittype[sn].extra*(sintable[(hittype[sn].ang+512)&2047])<<1;
                                ps[p].posyv +=
                                    hittype[sn].extra*(sintable[hittype[sn].ang&2047])<<1;
                                break;
                        }
                    }
                    else
                    {
                        if(hittype[sn].extra == 0 )
                            if( hittype[sn].picnum == SHRINKSPARK && npc.xrepeat < 24 )
                                return -1;

                        npc.extra -= hittype[sn].extra;
                        if(npc.picnum != RECON && npc.owner >= 0 && sprite[npc.owner].statnum < MAXSTATUS )
                            npc.owner = hittype[sn].owner;
                    }

                    hittype[sn].extra = -1;
                    return hittype[sn].picnum;
                }
            }

            hittype[sn].extra = -1;
            return -1;
        }

        void movecyclers()
        {
            short q, j, x, t, s, *c;
            walltype *wal;
            char cshade;

            for(q=numcyclers-1;q>=0;q--)
            {

                c = &cyclers[q][0];
                s = c[0];
        
                t = c[3];
                j = t+(sintable[c[1]&2047]>>10);
                cshade = c[2];

                if( j < cshade ) j = cshade;
                else if( j > t )  j = t;

                c[1] += sector[s].extra;
                if(c[5])
                {
                    wal = &wall[sector[s].wallptr];
                    for(x = sector[s].wallnum;x>0;x--,wal++)
                        if( wal.hitag != 1 )
                    {
                        wal.shade = j;

                        if( (wal.cstat&2) && wal.nextwall >= 0)
                            wall[wal.nextwall].shade = j;

                    }
                    sector[s].floorshade = sector[s].ceilingshade = j;
                }
            }
        }

        void movedummyplayers()
        {
            short i, p, nexti;

            i = headspritestat[13];
            while(i >= 0)
            {
                nexti = nextspritestat[i];

                p = sprite[OW].yvel;

                if( ps[p].on_crane >= 0 || sector[ps[p].cursectnum].lotag != 1 || sprite[ps[p].i].extra <= 0 )
                {
                    ps[p].dummyplayersprite = -1;
                    KILLIT(i);
                }
                else
                {
                    if(ps[p].on_ground && ps[p].on_warping_sector == 1 && sector[ps[p].cursectnum].lotag == 1 )
                    {
                        CS = 257;
                        SZ = sector[SECT].ceilingz+(27<<8);
                        SA = ps[p].ang;
                        if(T1 == 8)
                            T1 = 0;
                        else T1++;
                    }
                    else
                    {
                        if(sector[SECT].lotag != 2) SZ = sector[SECT].floorz;
                        CS = (short) 32768;
                    }
                }

                SX += (ps[p].posx-ps[p].oposx);
                SY += (ps[p].posy-ps[p].oposy);
                setsprite(i,SX,SY,SZ);

                BOLT:

                i = nexti;
            }
        }


        short otherp;
        void moveplayers() //Players
        {
            short i , nexti;
            int otherx;
            spritetype s;
            player_struct p;

            i = headspritestat[10];
            while(i >= 0)
            {
                nexti = nextspritestat[i];

                s = &sprite[i];
                p = &ps[s.yvel];
                if(s.owner >= 0)
                {
                    if(p.newowner >= 0 ) //Looking thru the camera
                    {
                        s.x = p.oposx;
                        s.y = p.oposy;
                        hittype[i].bposz = s.z = p.oposz+PHEIGHT;
                        s.ang = p.oang;
                        setsprite(i,s.x,s.y,s.z);
                    }
                    else
                    {
                        if(ud.multimode > 1)
                            otherp = findotherplayer(s.yvel,&otherx);
                        else
                        {
                            otherp = s.yvel;
                            otherx = 0;
                        }

                        execute(i,s.yvel,otherx);

                        if(ud.multimode > 1)
                            if( sprite[ps[otherp].i].extra > 0 )
                        {
                            if( s.yrepeat > 32 && sprite[ps[otherp].i].yrepeat < 32)
                            {
                                if( otherx < 1400 && p.knee_incs == 0 )
                                {
                                    p.knee_incs = 1;
                                    p.weapon_pos = -1;
                                    p.actorsqu = ps[otherp].i;
                                }
                            }
                        }
                        if(ud.god)
                        {
                            s.extra = max_player_health;
                            s.cstat = 257;
                            p.jetpack_amount =     1599;
                        }


                        if( s.extra > 0 )
                        {
                            hittype[i].owner = i;

                            if(ud.god == 0)
                                if( ceilingspace(s.sectnum) || floorspace(s.sectnum) )
                                    quickkill(p);
                        }
                        else
                        {
                    
                            p.posx = s.x;
                            p.posy = s.y;
                            p.posz = s.z-(20<<8);

                            p.newowner = -1;

                            if( p.wackedbyactor >= 0 && sprite[p.wackedbyactor].statnum < MAXSTATUS )
                            {
                                p.ang += getincangle(p.ang,getangle(sprite[p.wackedbyactor].x-p.posx,sprite[p.wackedbyactor].y-p.posy))>>1;
                                p.ang &= 2047;
                            }

                        }
                        s.ang = p.ang;
                    }
                }
                else
                {
                    if(p.holoduke_on == -1)
                        KILLIT(i);

                    hittype[i].bposx = s.x;
                    hittype[i].bposy = s.y;
                    hittype[i].bposz = s.z;

                    s.cstat = 0;

                    if(s.xrepeat < 42)
                    {
                        s.xrepeat += 4;
                        s.cstat |= 2;
                    }
                    else s.xrepeat = 42;
                    if(s.yrepeat < 36)
                        s.yrepeat += 4;
                    else
                    {
                        s.yrepeat = 36;
                        if(sector[s.sectnum].lotag != 2)
                            makeitfall(i);
                        if(s.zvel == 0 && sector[s.sectnum].lotag == 1)
                            s.z += (32<<8);
                    }

                    if(s.extra < 8)
                    {
                        s.xvel = 128;
                        s.ang = p.ang;
                        s.extra++;
                        IFMOVING;
                    }
                    else
                    {
                        s.ang = 2047-p.ang;
                        setsprite(i,s.x,s.y,s.z);
                    }
                }

                if (sector[s.sectnum].ceilingstat&1)
                    s.shade += (sector[s.sectnum].ceilingshade-s.shade)>>1;
                else
                    s.shade += (sector[s.sectnum].floorshade-s.shade)>>1;

                BOLT:
                i = nexti;
            }
        }


        void movefx()
        {
            short i, j, nexti, p;
            int x, ht;
            spritetype s;

            i = headspritestat[11];
            while(i >= 0)
            {
                s = &sprite[i];

                nexti = nextspritestat[i];

                switch(s.picnum)
                {
                    case RESPAWN:
                        if(sprite[i].extra == 66)
                        {
                            j = spawn(i,SHT);
        //                    sprite[j].pal = sprite[i].pal;
                            KILLIT(i);
                        }
                        else if(sprite[i].extra > (66-13))
                            sprite[i].extra++;
                        break;

                    case MUSICANDSFX:

                        ht = s.hitag;

                        if(T2 != SoundToggle)
                        {
                            T2 = SoundToggle;
                            T1 = 0;
                        }

                        if(s.lotag >= 1000 && s.lotag < 2000)
                        {
                            x = ldist(&sprite[ps[screenpeek].i],s);
                            if( x < ht && T1 == 0 )
                            {
                                FX_SetReverb( s.lotag - 1000 );
                                T1 = 1;
                            }
                            if( x >= ht && T1 == 1 )
                            {
                                FX_SetReverb(0);
                                FX_SetReverbDelay(0);
                                T1 = 0;
                            }
                        }
                        else if(s.lotag < 999 && (unsigned)sector[s.sectnum].lotag < 9 && AmbienceToggle && sector[SECT].floorz != sector[SECT].ceilingz)
                        {
                            if( (soundm[s.lotag]&2) )
                            {
                                x = dist(&sprite[ps[screenpeek].i],s);
                                if( x < ht && T1 == 0 && FX_VoiceAvailable(soundpr[s.lotag]-1) )
                                {
                                    if(numenvsnds == NumVoices)
                                    {
                                        j = headspritestat[11];
                                        while(j >= 0)
                                        {
                                            if( PN == MUSICANDSFX && j != i && sprite[j].lotag < 999 && hittype[j].temp_data[0] == 1 && dist(&sprite[j],&sprite[ps[screenpeek].i]) > x )
                                            {
                                                stopenvsound(sprite[j].lotag,j);
                                                break;
                                            }
                                            j = nextspritestat[j];
                                        }
                                        if(j == -1) goto BOLT;
                                    }
                                    spritesound(s.lotag,i);
                                    T1 = 1;
                                }
                                if( x >= ht && T1 == 1 )
                                {
                                    T1 = 0;
                                    stopenvsound(s.lotag,i);
                                }
                            }
                            if( (soundm[s.lotag]&16) )
                            {
                                if(T5 > 0) T5--;
                                else for(p=connecthead;p>=0;p=connectpoint2[p])
                                    if( p == myconnectindex && ps[p].cursectnum == s.sectnum )
                                {
                                    j = s.lotag+((unsigned)global_random%(s.hitag+1));
                                    sound(j);
                                    T5 =  26*40 + (global_random%(26*40));
                                }
                            }
                        }
                        break;
                }
                BOLT:
                i = nexti;
            }
        }



        void movefallers()
        {
            short i, nexti, sect, j;
            spritetype s;
            int x;

            i = headspritestat[12];
            while(i >= 0)
            {
                nexti = nextspritestat[i];
                s = &sprite[i];

                sect = s.sectnum;

                if( T1 == 0 )
                {
                    s.z -= (16<<8);
                    T2 = s.ang;
                    x = s.extra;
                    if(Duke3d.IFHIT())
                    {
                        if( j == FIREEXT || j == RPG || j == RADIUSEXPLOSION || j == SEENINE || j == OOZFILTER )
                        {
                            if(s.extra <= 0)
                            {
                                T1 = 1;
                                j = headspritestat[12];
                                while(j >= 0)
                                {
                                    if(sprite[j].hitag == SHT)
                                    {
                                        hittype[j].temp_data[0] = 1;
                                        sprite[j].cstat &= (65535-64);
                                        if(sprite[j].picnum == CEILINGSTEAM || sprite[j].picnum == STEAM)
                                            sprite[j].cstat |= 32768;
                                    }
                                    j = nextspritestat[j];
                                }
                            }
                        }
                        else
                        {
                            hittype[i].extra = 0;
                            s.extra = x;
                        }
                    }
                    s.ang = T2;
                    s.z += (16<<8);
                }
                else if(T1 == 1)
                {
                    if(s.lotag > 0)
                    {
                        s.lotag-=3;
                        if(s.lotag <= 0)
                        {
                            s.xvel = (32+Duke3d.TRAND()&63);
                            s.zvel = -(1024+(Duke3d.TRAND()&1023));
                        }
                    }
                    else
                    {
                        if( s.xvel > 0)
                        {
                            s.xvel -= 8;
                            ssp(i,CLIPMASK0);
                        }

                        if( floorspace(s.sectnum) ) x = 0;
                        else
                        {
                            if(ceilingspace(s.sectnum))
                                x = gc/6;
                            else
                                x = gc;
                        }

                        if( s.z < (sector[sect].floorz-FOURSLEIGHT) )
                        {
                            s.zvel += x;
                            if(s.zvel > 6144)
                                s.zvel = 6144;
                            s.z += s.zvel;
                        }
                        if( (sector[sect].floorz-s.z) < (16<<8) )
                        {
                            j = 1+(Duke3d.TRAND()&7);
                            for(x=0;x<j;x++) RANDOMSCRAP;
                            KILLIT(i);
                        }
                    }
                }

                BOLT:
                i = nexti;
            }
        }

        void movestandables()
        {
            short i, j, k, m, nexti, nextj, nextk, p, q, sect;
            int l, x, *t, x1, y1;
            spritetype s;

            i = headspritestat[6];
            while(i >= 0)
            {
                nexti = nextspritestat[i];

                t = &hittype[i].temp_data[0];
                s = &sprite[i];
                sect = s.sectnum;

                if( sect < 0 ) KILLIT(i);

                hittype[i].bposx = s.x;
                hittype[i].bposy = s.y;
                hittype[i].bposz = s.z;

                IFWITHIN(CRANE,CRANE+3)
                {
                    //t[0] = state
                    //t[1] = checking sector number

                    if(s.xvel) getglobalz(i);

                    if( t[0] == 0 ) //Waiting to check the sector
                    {
                        j = headspritesect[t[1]];
                        while(j>=0)
                        {
                            nextj = nextspritesect[j];
                            switch( sprite[j].statnum )
                            {
                                case 1:
                                case 2:
                                case 6:
                                case 10:
                                    s.ang = getangle(msx[t[4]+1]-s.x,msy[t[4]+1]-s.y);
                                    setsprite(j,msx[t[4]+1],msy[t[4]+1],sprite[j].z);
                                    t[0]++;
                                    goto BOLT;
                            }
                            j = nextj;
                        }
                    }

                    else if(t[0]==1)
                    {
                        if( s.xvel < 184 )
                        {
                            s.picnum = CRANE+1;
                            s.xvel += 8;
                        }
                        IFMOVING;
                        if(sect == t[1])
                            t[0]++;
                    }
                    else if(t[0]==2 || t[0]==7)
                    {
                        s.z += (1024+512);

                        if(t[0]==2)
                        {
                            if( (sector[sect].floorz - s.z) < (64<<8) )
                                if(s.picnum > CRANE) s.picnum--;

                            if( (sector[sect].floorz - s.z) < (4096+1024))
                                t[0]++;
                        }
                        if(t[0]==7)
                        {
                            if( (sector[sect].floorz - s.z) < (64<<8) )
                            {
                                if(s.picnum > CRANE) s.picnum--;
                                else
                                {
                                    if(s.owner==-2)
                                    {
                                        spritesound(DUKE_GRUNT,ps[p].i);
                                        p = findplayer(s,&x);
                                        if(ps[p].on_crane == i)
                                            ps[p].on_crane = -1;
                                    }
                                    t[0]++;
                                    s.owner = -1;
                                }
                            }
                        }
                    }
                    else if(t[0]==3)
                    {
                        s.picnum++;
                        if( s.picnum == (CRANE+2) )
                        {
                            p = checkcursectnums(t[1]);
                            if(p >= 0 && ps[p].on_ground)
                            {
                                s.owner = -2;
                                ps[p].on_crane = i;
                                spritesound(DUKE_GRUNT,ps[p].i);
                                ps[p].ang = s.ang+1024;
                            }
                            else
                            {
                                j = headspritesect[t[1]];
                                while(j>=0)
                                {
                                    switch( sprite[j].statnum )
                                    {
                                        case 1:
                                        case 6:
                                            s.owner = j;
                                            break;
                                    }
                                    j = nextspritesect[j];
                                }
                            }

                            t[0]++;//Grabbed the sprite
                            t[2]=0;
                            goto BOLT;
                        }
                    }
                    else if(t[0]==4) //Delay before going up
                    {
                        t[2]++;
                        if(t[2] > 10)
                            t[0]++;
                    }
                    else if(t[0]==5 || t[0] == 8)
                    {
                        if(t[0]==8 && s.picnum < (CRANE+2))
                            if( (sector[sect].floorz-s.z) > 8192)
                                s.picnum++;

                        if(s.z < msx[t[4]+2])
                        {
                            t[0]++;
                            s.xvel = 0;
                        }
                        else
                            s.z -= (1024+512);
                    }
                    else if(t[0]==6)
                    {
                        if( s.xvel < 192 )
                            s.xvel += 8;
                        s.ang = getangle(msx[t[4]]-s.x,msy[t[4]]-s.y);
                        IFMOVING;
                        if( ((s.x-msx[t[4]])*(s.x-msx[t[4]])+(s.y-msy[t[4]])*(s.y-msy[t[4]]) ) < (128*128) )
                            t[0]++;
                    }

                    else if(t[0]==9)
                        t[0] = 0;

                    setsprite(msy[t[4]+2],s.x,s.y,s.z-(34<<8));

                    if(s.owner != -1)
                    {
                        p = findplayer(s,&x);

                        IFHIT
                        {
                            if(s.owner == -2)
                                if(ps[p].on_crane == i)
                                    ps[p].on_crane = -1;
                            s.owner = -1;
                            s.picnum = CRANE;
                            goto BOLT;
                        }

                        if(s.owner >= 0)
                        {
                            setsprite(s.owner,s.x,s.y,s.z);

                            hittype[s.owner].bposx = s.x;
                            hittype[s.owner].bposy = s.y;
                            hittype[s.owner].bposz = s.z;

                            s.zvel = 0;
                        }
                        else if(s.owner == -2)
                        {
                            ps[p].oposx = ps[p].posx = s.x-(sintable[(ps[p].ang+512)&2047]>>6);
                            ps[p].oposy = ps[p].posy = s.y-(sintable[ps[p].ang&2047]>>6);
                            ps[p].oposz = ps[p].posz = s.z+(2<<8);
                            setsprite(ps[p].i,ps[p].posx,ps[p].posy,ps[p].posz);
                            ps[p].cursectnum = sprite[ps[p].i].sectnum;
                        }
                    }

                    goto BOLT;
                }

                IFWITHIN(WATERFOUNTAIN,WATERFOUNTAIN+3)
                {
                    if(t[0] > 0)
                    {
                        if( t[0] < 20 )
                        {
                            t[0]++;

                            s.picnum++;

                            if( s.picnum == ( WATERFOUNTAIN+3 ) )
                                s.picnum = WATERFOUNTAIN+1;
                        }
                        else
                        {
                            p = findplayer(s,&x);

                            if(x > 512)
                            {
                                t[0] = 0;
                                s.picnum = WATERFOUNTAIN;
                            }
                            else t[0] = 1;
                        }
                    }
                    goto BOLT;
                }

                if( AFLAMABLE(s.picnum) )
                {
                    if(T1 == 1)
                    {
                        T2++;
                        if( (T2&3) > 0) goto BOLT;

                        if( s.picnum == TIRE && T2 == 32 )
                        {
                            s.cstat = 0;
                            j = spawn(i,BLOODPOOL);
                            sprite[j].shade = 127;
                        }
                        else
                        {
                            if(s.shade < 64) s.shade++;
                            else KILLIT(i);
                        }

                        j = s.xrepeat-(Duke3d.TRAND()&7);
                        if(j < 10)
                        {
                            KILLIT(i);
                        }

                        s.xrepeat = j;

                        j = s.yrepeat-(Duke3d.TRAND()&7);
                        if(j < 4) { KILLIT(i); }
                        s.yrepeat = j;
                    }
                    if(s.picnum == BOX)
                    {
                        makeitfall(i);
                        hittype[i].ceilingz = sector[s.sectnum].ceilingz;
                    }
                    goto BOLT;
                }

                if(s.picnum == TRIPBOMB)
                {
                    if(T3 > 0)
                    {
                        T3--;
                        if(T3 == 8)
                        {
                            spritesound(LASERTRIP_EXPLODE,i);
                            for(j=0;j<5;j++) RANDOMSCRAP;
                            x = s.extra;
                            hitradius( i, tripbombblastradius, x>>2,x>>1,x-(x>>2),x);

                            j = spawn(i,EXPLOSION2);
                            sprite[j].ang = s.ang;
                            sprite[j].xvel = 348;
                            ssp(j,CLIPMASK0);

                            j = headspritestat[5];
                            while(j >= 0)
                            {
                                if(sprite[j].picnum == LASERLINE && s.hitag == sprite[j].hitag)
                                    sprite[j].xrepeat = sprite[j].yrepeat = 0;
                                j = nextspritestat[j];
                            }
                            KILLIT(i);
                        }
                        goto BOLT;
                    }
                    else
                    {
                        x = s.extra;
                        s.extra = 1;
                        l = s.ang;
                        IFHIT { T3 = 16; }
                        s.extra = x;
                        s.ang = l;
                    }

                    if( T1 < 32 )
                    {
                        p = findplayer(s,&x);
                        if( x > 768 ) T1++;
                        else if(T1 > 16) T1++;
                    }
                    if( T1 == 32 )
                    {
                        l = s.ang;
                        s.ang = T6;

                        T4 = s.x;T5 = s.y;
                        s.x += sintable[(T6+512)&2047]>>9;
                        s.y += sintable[(T6)&2047]>>9;
                        s.z -= (3<<8);
                        setsprite(i,s.x,s.y,s.z);

                        x = hitasprite(i,&m);

                        hittype[i].lastvx = x;

                        s.ang = l;

                        k = 0;

                        while(x > 0)
                        {
                            j = spawn(i,LASERLINE);
                            setsprite(j,sprite[j].x,sprite[j].y,sprite[j].z);
                            sprite[j].hitag = s.hitag;
                            hittype[j].temp_data[1] = sprite[j].z;

                            s.x += sintable[(T6+512)&2047]>>4;
                            s.y += sintable[(T6)&2047]>>4;

                            if( x < 1024 )
                            {
                                sprite[j].xrepeat = x>>5;
                                break;
                            }
                            x -= 1024;
                        }

                        T1++;
                        s.x = T4;s.y = T5;
                        s.z += (3<<8);
                        setsprite(i,s.x,s.y,s.z);
                        T4 = 0;
                        if( m >= 0 )
                        {
                            T3 = 13;
                            spritesound(LASERTRIP_ARMING,i);
                        }
                        else T3 = 0;
                    }
                    if(T1 == 33)
                    {
                        T2++;


                        T4 = s.x;T5 = s.y;
                        s.x += sintable[(T6+512)&2047]>>9;
                        s.y += sintable[(T6)&2047]>>9;
                        s.z -= (3<<8);
                        setsprite(i,s.x,s.y,s.z);

                        x = hitasprite(i,&m);

                        s.x = T4;s.y = T5;
                        s.z += (3<<8);
                        setsprite(i,s.x,s.y,s.z);

                        if( hittype[i].lastvx != x )
                        {
                            T3 = 13;
                            spritesound(LASERTRIP_ARMING,i);
                        }
                    }
                    goto BOLT;
                }


                if( s.picnum >= CRACK1 && s.picnum <= CRACK4 )
                {
                    if(s.hitag > 0)
                    {
                        t[0] = s.cstat;
                        t[1] = s.ang;
                        j = ifhitbyweapon(i);
                        if(j == FIREEXT || j == RPG || j == RADIUSEXPLOSION || j == SEENINE || j == OOZFILTER )
                        {
                            j = headspritestat[6];
                            while(j >= 0)
                            {
                                if(s.hitag == sprite[j].hitag && ( sprite[j].picnum == OOZFILTER || sprite[j].picnum == SEENINE ) )
                                    if(sprite[j].shade != -32)
                                        sprite[j].shade = -32;
                                j = nextspritestat[j];
                            }

                            goto DETONATE;
                        }
                        else
                        {
                            s.cstat = t[0];
                            s.ang = t[1];
                            s.extra = 0;
                        }
                    }
                    goto BOLT;
                }

                if( s.picnum == FIREEXT )
                {
                    j = ifhitbyweapon(i);
                    if( j == -1 ) goto BOLT;

                    for(k=0;k<16;k++)
                    {
                        j = EGS(SECT,SX,SY,SZ-(Duke3d.TRAND()%(48<<8)),SCRAP3+(Duke3d.TRAND()&3),-8,48,48,Duke3d.TRAND()&2047,(Duke3d.TRAND()&63)+64,-(Duke3d.TRAND()&4095)-(sprite[i].zvel>>2),i,5);
                        sprite[j].pal = 2;
                    }

                    spawn(i,EXPLOSION2);
                    spritesound(PIPEBOMB_EXPLODE,i);
                    spritesound(GLASS_HEAVYBREAK,i);

                    if(s.hitag > 0)
                    {
                        j = headspritestat[6];
                        while(j >= 0)
                        {
                            if(s.hitag == sprite[j].hitag && ( sprite[j].picnum == OOZFILTER || sprite[j].picnum == SEENINE ) )
                                if(sprite[j].shade != -32)
                                    sprite[j].shade = -32;
                            j = nextspritestat[j];
                        }

                        x = s.extra;
                        spawn(i,EXPLOSION2);
                        hitradius( i, pipebombblastradius,x>>2, x-(x>>1),x-(x>>2), x);
                        spritesound(PIPEBOMB_EXPLODE,i);

                        goto DETONATE;
                    }
                    else
                    {
                        hitradius(i,seenineblastradius,10,15,20,25);
                        KILLIT(i);
                    }
                    goto BOLT;
                }

                if(s.picnum == OOZFILTER || s.picnum == SEENINE || s.picnum == SEENINEDEAD || s.picnum == (SEENINEDEAD+1) )
                {
                    if(s.shade != -32 && s.shade != -33)
                    {
                        if(s.xrepeat)
                            j = (ifhitbyweapon(i) >= 0);
                        else
                            j = 0;

                        if( j || s.shade == -31 )
                        {
                            if(j) s.lotag = 0;

                            t[3] = 1;

                            j = headspritestat[6];
                            while(j >= 0)
                            {
                                if(s.hitag == sprite[j].hitag && ( sprite[j].picnum == SEENINE || sprite[j].picnum == OOZFILTER ) )
                                    sprite[j].shade = -32;
                                j = nextspritestat[j];
                            }
                        }
                    }
                    else
                    {
                        if(s.shade == -32)
                        {
                            if(s.lotag > 0)
                            {
                                s.lotag-=3;
                                if(s.lotag <= 0) s.lotag = -99;
                            }
                            else
                                s.shade = -33;
                        }
                        else
                        {
                            if( s.xrepeat > 0 )
                            {
                                T3++;
                                if(T3 == 3)
                                {
                                    if( s.picnum == OOZFILTER )
                                    {
                                        T3 = 0;
                                        goto DETONATE;
                                    }
                                    if( s.picnum != (SEENINEDEAD+1) )
                                    {
                                        T3 = 0;

                                        if(s.picnum == SEENINEDEAD) s.picnum++;
                                        else if(s.picnum == SEENINE)
                                            s.picnum = SEENINEDEAD;
                                    }
                                    else goto DETONATE;
                                }
                                goto BOLT;
                            }

                            DETONATE:

                            earthquaketime = 16;

                            j = headspritestat[3];
                            while(j >= 0)
                            {
                                if( s.hitag == sprite[j].hitag )
                                {
                                    if(sprite[j].lotag == 13)
                                    {
                                        if( hittype[j].temp_data[2] == 0 )
                                            hittype[j].temp_data[2] = 1;
                                    }
                                    else if(sprite[j].lotag == 8)
                                        hittype[j].temp_data[4] = 1;
                                    else if(sprite[j].lotag == 18)
                                    {
                                        if(hittype[j].temp_data[0] == 0)
                                            hittype[j].temp_data[0] = 1;
                                    }
                                    else if(sprite[j].lotag == 21)
                                        hittype[j].temp_data[0] = 1;
                                }
                                j = nextspritestat[j];
                            }

                            s.z -= (32<<8);

                            if( ( t[3] == 1 && s.xrepeat ) || s.lotag == -99 )
                            {
                                x = s.extra;
                                spawn(i,EXPLOSION2);
                                hitradius( i,seenineblastradius,x>>2, x-(x>>1),x-(x>>2), x);
                                spritesound(PIPEBOMB_EXPLODE,i);
                            }

                            if(s.xrepeat)
                                for(x=0;x<8;x++) RANDOMSCRAP;

                            KILLIT(i);
                        }
                    }
                    goto BOLT;
                }

                if(s.picnum == MASTERSWITCH)
                {
                    if(s.yvel == 1)
                        {
                            s.hitag--;
                            if(s.hitag <= 0)
                            {
                                operatesectors(sect,i);

                                j = headspritesect[sect];
                                while(j >= 0)
                                {
                                    if(sprite[j].statnum == 3)
                                    {
                                        switch(sprite[j].lotag)
                                        {
                                            case 2:
                                            case 21:
                                            case 31:
                                            case 32:
                                            case 36:
                                                hittype[j].temp_data[0] = 1;
                                                break;
                                            case 3:
                                                hittype[j].temp_data[4] = 1;
                                                break;
                                        }
                                    }
                                    else if(sprite[j].statnum == 6)
                                    {
                                        switch(sprite[j].picnum)
                                        {
                                            case SEENINE:
                                            case OOZFILTER:
                                                sprite[j].shade = -31;
                                                break;
                                        }
                                    }
                                    j = nextspritesect[j];
                                }
                                KILLIT(i);
                            }
                        }
                        goto BOLT;
                }

                switch(s.picnum)
                {
                    case VIEWSCREEN:
                    case VIEWSCREEN2:

                        if(s.xrepeat == 0) KILLIT(i);

                        p = findplayer(s, &x);

                        if( x < 2048 )
                        {
                            if( SP == 1 )
                                camsprite = i;
                        }
                        else if( camsprite != -1 && T1 == 1)
                        {
                            camsprite = -1;
                            T1 = 0;
                            loadtile(s.picnum);
                        }

                        goto BOLT;

                    case TRASH:

                        if(s.xvel == 0) s.xvel = 1;
                        IFMOVING
                        {
                            makeitfall(i);
                            if(Duke3d.TRAND()&1) s.zvel -= 256;
                            if( klabs(s.xvel) < 48 )
                                s.xvel += (Duke3d.TRAND()&3);
                        }
                        else KILLIT(i);
                        break;

                    case SIDEBOLT1:
                    case SIDEBOLT1+1:
                    case SIDEBOLT1+2:
                    case SIDEBOLT1+3:
                        p = findplayer(s, &x);
                        if( x > 20480 ) goto BOLT;

                        CLEAR_THE_BOLT2:
                        if(t[2])
                        {
                            t[2]--;
                            goto BOLT;
                        }
                        if( (s.xrepeat|s.yrepeat) == 0 )
                        {
                            s.xrepeat=t[0];
                            s.yrepeat=t[1];
                        }
                        if( (Duke3d.TRAND()&8) == 0 )
                        {
                            t[0]=s.xrepeat;
                            t[1]=s.yrepeat;
                            t[2] = global_random&4;
                            s.xrepeat=s.yrepeat=0;
                            goto CLEAR_THE_BOLT2;
                        }
                        s.picnum++;

                        if(l&1) s.cstat ^= 2;

                        if( (Duke3d.TRAND()&1) && sector[sect].floorpicnum == HURTRAIL )
                            spritesound(SHORT_CIRCUIT,i);

                        if(s.picnum == SIDEBOLT1+4) s.picnum = SIDEBOLT1;

                        goto BOLT;

                    case BOLT1:
                    case BOLT1+1:
                    case BOLT1+2:
                    case BOLT1+3:
                        p = findplayer(s, &x);
                        if( x > 20480 ) goto BOLT;

                        if( t[3] == 0 )
                            t[3]=sector[sect].floorshade;

                        CLEAR_THE_BOLT:
                        if(t[2])
                        {
                            t[2]--;
                            sector[sect].floorshade = 20;
                            sector[sect].ceilingshade = 20;
                            goto BOLT;
                        }
                        if( (s.xrepeat|s.yrepeat) == 0 )
                        {
                            s.xrepeat=t[0];
                            s.yrepeat=t[1];
                        }
                        else if( (Duke3d.TRAND()&8) == 0 )
                        {
                            t[0]=s.xrepeat;
                            t[1]=s.yrepeat;
                            t[2] = global_random&4;
                            s.xrepeat=s.yrepeat=0;
                            goto CLEAR_THE_BOLT;
                        }
                        s.picnum++;

                        l = global_random&7;
                        s.xrepeat=l+8;

                        if(l&1) s.cstat ^= 2;

                        if( s.picnum == (BOLT1+1) && (Duke3d.TRAND()&7) == 0 && sector[sect].floorpicnum == HURTRAIL )
                            spritesound(SHORT_CIRCUIT,i);

                        if(s.picnum==BOLT1+4) s.picnum=BOLT1;

                        if(s.picnum&1)
                        {
                            sector[sect].floorshade = 0;
                            sector[sect].ceilingshade = 0;
                        }
                        else
                        {
                            sector[sect].floorshade = 20;
                            sector[sect].ceilingshade = 20;
                        }
                        goto BOLT;
                
                    case WATERDRIP:

                        if( t[1] )
                        {
                            t[1]--;
                            if(t[1] == 0)
                                s.cstat &= 32767;
                        }
                        else
                        {
                            makeitfall(i);
                            ssp(i,CLIPMASK0);
                            if(s.xvel > 0) s.xvel -= 2;

                            if(s.zvel == 0)
                            {
                                s.cstat |= 32768;

                                if(s.pal != 2 && s.hitag == 0)
                                    spritesound(SOMETHING_DRIPPING,i);

                                if(sprite[s.owner].picnum != WATERDRIP)
                                {
                                    KILLIT(i);
                                }
                                else
                                {
                                    hittype[i].bposz = s.z = t[0];
                                    t[1] = 48+(Duke3d.TRAND()&31);
                                }
                            }
                        }


                        goto BOLT;

                    case DOORSHOCK:
                        j = klabs(sector[sect].ceilingz-sector[sect].floorz)>>9;
                        s.yrepeat = j+4;
                        s.xrepeat = 16;
                        s.z = sector[sect].floorz;
                        goto BOLT;

                    case TOUCHPLATE:
                        if( t[1] == 1 && s.hitag >= 0) //Move the sector floor
                        {
                            x = sector[sect].floorz;

                            if(t[3] == 1)
                            {
                                if(x >= t[2])
                                {
                                    sector[sect].floorz = x;
                                    t[1] = 0;
                                }
                                else
                                {
                                    sector[sect].floorz += sector[sect].extra;
                                    p = checkcursectnums(sect);
                                    if(p >= 0) ps[p].posz += sector[sect].extra;
                                }
                            }
                            else
                            {
                                if(x <= s.z)
                                {
                                    sector[sect].floorz = s.z;
                                    t[1] = 0;
                                }
                                else
                                {
                                    sector[sect].floorz -= sector[sect].extra;
                                    p = checkcursectnums(sect);
                                    if(p >= 0)
                                        ps[p].posz -= sector[sect].extra;
                                }
                            }
                            goto BOLT;
                        }

                        if(t[5] == 1) goto BOLT;

                        p = checkcursectnums(sect);
                        if( p >= 0 && ( ps[p].on_ground || s.ang == 512) )
                        {
                            if( t[0] == 0 && !check_activator_motion(s.lotag) )
                            {
                                t[0] = 1;
                                t[1] = 1;
                                t[3] = !t[3];
                                operatemasterswitches(s.lotag);
                                operateactivators(s.lotag,p);
                                if(s.hitag > 0)
                                {
                                    s.hitag--;
                                    if(s.hitag == 0) t[5] = 1;
                                }
                            }
                        }
                        else t[0] = 0;

                        if(t[1] == 1)
                        {
                            j = headspritestat[6];
                            while(j >= 0)
                            {
                                if(j != i && sprite[j].picnum == TOUCHPLATE && sprite[j].lotag == s.lotag)
                                {
                                    hittype[j].temp_data[1] = 1;
                                    hittype[j].temp_data[3] = t[3];
                                }
                                j = nextspritestat[j];
                            }
                        }
                        goto BOLT;

                    case CANWITHSOMETHING:
                    case CANWITHSOMETHING2:
                    case CANWITHSOMETHING3:
                    case CANWITHSOMETHING4:
                        makeitfall(i);
                        IFHIT
                        {
                            spritesound(VENT_BUST,i);
                            for(j=0;j<10;j++)
                                RANDOMSCRAP;

                            if(s.lotag) spawn(i,s.lotag);

                            KILLIT(i);
                        }
                        goto BOLT;

                    case EXPLODINGBARREL:
                    case WOODENHORSE:
                    case HORSEONSIDE:
                    case FLOORFLAME:
                    case FIREBARREL:
                    case FIREVASE:
                    case NUKEBARREL:
                    case NUKEBARRELDENTED:
                    case NUKEBARRELLEAKED:
                    case TOILETWATER:
                    case RUBBERCAN:
                    case STEAM:
                    case CEILINGSTEAM:
                        p = findplayer(s, &x);
                        execute(i,p,x);
                        goto BOLT;
                    case WATERBUBBLEMAKER:
                        p = findplayer(s, &x);
                        execute(i,p,x);
                        goto BOLT;
                }

                BOLT:
                i = nexti;
            }
        }

        void bounce(short i)
        {
            int k, l, daang, dax, day, daz, xvect, yvect, zvect;
            short hitsect;
            spritetype s = &sprite[i];

            xvect = mulscale10(s.xvel,sintable[(s.ang+512)&2047]);
            yvect = mulscale10(s.xvel,sintable[s.ang&2047]);
            zvect = s.zvel;

            hitsect = s.sectnum;

            k = sector[hitsect].wallptr; l = wall[k].point2;
            daang = getangle(wall[l].x-wall[k].x,wall[l].y-wall[k].y);

            if ( s.z < (hittype[i].floorz+hittype[i].ceilingz)>>1)
                k = sector[hitsect].ceilingheinum;
            else
                k = sector[hitsect].floorheinum;

            dax = mulscale14(k,sintable[(daang)&2047]);
            day = mulscale14(k,sintable[(daang+1536)&2047]);
            daz = 4096;

            k = xvect*dax+yvect*day+zvect*daz;
            l = dax*dax+day*day+daz*daz;
            if ((klabs(k)>>14) < l)
            {
                k = divscale17(k,l);
                xvect -= mulscale16(dax,k);
                yvect -= mulscale16(day,k);
                zvect -= mulscale16(daz,k);
            }

            s.zvel = zvect;
            s.xvel = ksqrt(dmulscale8(xvect,xvect,yvect,yvect));
            s.ang = getangle(xvect,yvect);
        }
     
        void moveweapons()
        {
            short i, j, k, nexti, p, q, tempsect;
            int dax,day,daz, x, l, ll, x1, y1;
            unsigned int qq;
            spritetype s;

            i = headspritestat[4];
            while(i >= 0)
            {
                nexti = nextspritestat[i];
                s = &sprite[i];

                if(s.sectnum < 0) KILLIT(i);

                hittype[i].bposx = s.x;
                hittype[i].bposy = s.y;
                hittype[i].bposz = s.z;

                switch(s.picnum)
                {
                    case RADIUSEXPLOSION:
                    case KNEE:
                        KILLIT(i);
                    case TONGUE:
                        T1 = sintable[(T2)&2047]>>9;
                        T2 += 32;
                        if(T2 > 2047) KILLIT(i);

                        if(sprite[s.owner].statnum == MAXSTATUS)
                            if(badguy(&sprite[s.owner]) == 0)
                                KILLIT(i);

                        s.ang = sprite[s.owner].ang;
                        s.x = sprite[s.owner].x;
                        s.y = sprite[s.owner].y;
                        if(sprite[s.owner].picnum == APLAYER)
                            s.z = sprite[s.owner].z-(34<<8);
                        for(k=0;k<T1;k++)
                        {
                            q = EGS(s.sectnum,
                                s.x+((k*sintable[(s.ang+512)&2047])>>9),
                                s.y+((k*sintable[s.ang&2047])>>9),
                                s.z+((k*ksgn(s.zvel))*klabs(s.zvel/12)),TONGUE,-40+(k<<1),
                                8,8,0,0,0,i,5);
                            sprite[q].cstat = 128;
                            sprite[q].pal = 8;
                        }
                        q = EGS(s.sectnum,
                            s.x+((k*sintable[(s.ang+512)&2047])>>9),
                            s.y+((k*sintable[s.ang&2047])>>9),
                            s.z+((k*ksgn(s.zvel))*klabs(s.zvel/12)),INNERJAW,-40,
                            32,32,0,0,0,i,5);
                        sprite[q].cstat = 128;
                        if( T2 > 512 && T2 < (1024) )
                            sprite[q].picnum = INNERJAW+1;

                        goto BOLT;

                    case FREEZEBLAST:
                        if(s.yvel < 1 || s.extra < 2 || (s.xvel|s.zvel) == 0)
                        {
                            j = spawn(i,TRANSPORTERSTAR);
                            sprite[j].pal = 1;
                            sprite[j].xrepeat = 32;
                            sprite[j].yrepeat = 32;
                            KILLIT(i);
                        }
                    case SHRINKSPARK:
                    case RPG:
                    case FIRELASER:
                    case SPIT:
                    case COOLEXPLOSION1:

                        if( s.picnum == COOLEXPLOSION1 )
                            if( Sound[WIERDSHOT_FLY].num == 0 )
                                spritesound(WIERDSHOT_FLY,i);

                        p = -1;

                        if(s.picnum == RPG && sector[s.sectnum].lotag == 2)
                        {
                            k = s.xvel>>1;
                            ll = s.zvel>>1;
                        }
                        else
                        {
                            k = s.xvel;
                            ll = s.zvel;
                        }

                        dax = s.x; day = s.y; daz = s.z;

                        getglobalz(i);
                        qq = CLIPMASK1;

                        switch(s.picnum)
                        {
                            case RPG:
                                if(hittype[i].picnum != BOSS2 && s.xrepeat >= 10 && sector[s.sectnum].lotag != 2)
                                {
                                    j = spawn(i,SMALLSMOKE);
                                    sprite[j].z += (1<<8);
                                }
                                break;
                        }

                        j = movesprite(i,
                            (k*(sintable[(s.ang+512)&2047]))>>14,
                            (k*(sintable[s.ang&2047]))>>14,ll,qq);

                        if(s.picnum == RPG && s.yvel >= 0)
                            if( FindDistance2D(s.x-sprite[s.yvel].x,s.y-sprite[s.yvel].y) < 256 )
                                j = 49152|s.yvel;

                        if(s.sectnum < 0) { KILLIT(i); }

                        if( (j&49152) != 49152)
                            if(s.picnum != FREEZEBLAST)
                        {
                            if(s.z < hittype[i].ceilingz)
                            {
                                j = 16384|(s.sectnum);
                                s.zvel = -1;
                            }
                            else
                                if( ( s.z > hittype[i].floorz && sector[s.sectnum].lotag != 1 ) ||
                                    ( s.z > hittype[i].floorz+(16<<8) && sector[s.sectnum].lotag == 1 ) )
                            {
                                j = 16384|(s.sectnum);
                                if(sector[s.sectnum].lotag != 1)
                                    s.zvel = 1;
                            }
                        }

                        if(s.picnum == FIRELASER)
                        {
                            for(k=-3;k<2;k++)
                            {
                                x = EGS(s.sectnum,
                                    s.x+((k*sintable[(s.ang+512)&2047])>>9),
                                    s.y+((k*sintable[s.ang&2047])>>9),
                                    s.z+((k*ksgn(s.zvel))*klabs(s.zvel/24)),FIRELASER,-40+(k<<2),
                                    s.xrepeat,s.yrepeat,0,0,0,s.owner,5);

                                sprite[x].cstat = 128;
                                sprite[x].pal = s.pal;
                            }
                        }
                        else if(s.picnum == SPIT) if(s.zvel < 6144)
                            s.zvel += gc-112;

                        if( j != 0 )
                        {
                            if(s.picnum == COOLEXPLOSION1)
                            {
                                if( (j&49152) == 49152 && sprite[j&(MAXSPRITES-1)].picnum != APLAYER)
                                    goto BOLT;
                                s.xvel = 0;
                                s.zvel = 0;
                            }

                            if( (j&49152) == 49152 )
                            {
                                j &= (MAXSPRITES-1);

                                if(s.picnum == FREEZEBLAST && sprite[j].pal == 1 )
                                    if( badguy(&sprite[j]) || sprite[j].picnum == APLAYER )
                                {
                                    j = spawn(i,TRANSPORTERSTAR);
                                    sprite[j].pal = 1;
                                    sprite[j].xrepeat = 32;
                                    sprite[j].yrepeat = 32;

                                    KILLIT(i);
                                }

                                checkhitsprite(j,i);

                                if(sprite[j].picnum == APLAYER)
                                {
                                    p = sprite[j].yvel;
                                    spritesound(PISTOL_BODYHIT,j);

                                    if(s.picnum == SPIT)
                                    {
                                        ps[p].horiz += 32;
                                        ps[p].return_to_center = 8;

                                        if(ps[p].loogcnt == 0)
                                        {
                                            if(Sound[DUKE_intTERM_PAIN].num < 1)
                                                spritesound(DUKE_intTERM_PAIN,ps[p].i);

                                            j = 3+(Duke3d.TRAND()&3);
                                            ps[p].numloogs = j;
                                            ps[p].loogcnt = 24*4;
                                            for(x=0;x < j;x++)
                                            {
                                                ps[p].loogiex[x] = Duke3d.TRAND()%xdim;
                                                ps[p].loogiey[x] = Duke3d.TRAND()%ydim;
                                            }
                                        }
                                    }
                                }
                            }
                            else if( (j&49152) == 32768 )
                            {
                                j &= (MAXWALLS-1);

                                if(s.picnum != RPG && s.picnum != FREEZEBLAST && s.picnum != SPIT && ( wall[j].overpicnum == MIRROR || wall[j].picnum == MIRROR ) )
                                {
                                    k = getangle(
                                            wall[wall[j].point2].x-wall[j].x,
                                            wall[wall[j].point2].y-wall[j].y);
                                    s.ang = ((k<<1) - s.ang)&2047;
                                    s.owner = i;
                                    spawn(i,TRANSPORTERSTAR);
                                    goto BOLT;
                                }
                                else
                                {
                                    setsprite(i,dax,day,daz);
                                    checkhitwall(i,j,s.x,s.y,s.z,s.picnum);

                                    if(s.picnum == FREEZEBLAST)
                                    {
                                        if( wall[j].overpicnum != MIRROR && wall[j].picnum != MIRROR )
                                        {
                                            s.extra >>= 1;
                                            s.yvel--;
                                        }

                                        k = getangle(
                                            wall[wall[j].point2].x-wall[j].x,
                                            wall[wall[j].point2].y-wall[j].y);
                                        s.ang = ((k<<1) - s.ang)&2047;
                                        goto BOLT;
                                    }
                                }
                            }
                            else if( (j&49152) == 16384)
                            {
                                setsprite(i,dax,day,daz);

                                if(s.zvel < 0)
                                {
                                    if( sector[s.sectnum].ceilingstat&1 )
                                        if(sector[s.sectnum].ceilingpal == 0)
                                            KILLIT(i);

                                    checkhitceiling(s.sectnum);
                                }

                                if(s.picnum == FREEZEBLAST)
                                {
                                    bounce(i);
                                    ssp(i,qq);
                                    s.extra >>= 1;
                                    if(s.xrepeat > 8)
                                        s.xrepeat -= 2;
                                    if(s.yrepeat > 8)
                                        s.yrepeat -= 2;
                                    s.yvel--;
                                    goto BOLT;
                                }
                            }

                            if(s.picnum != SPIT)
                            {
                                if(s.picnum == RPG)
                                {
                                    k = spawn(i,EXPLOSION2);
                                    sprite[k].x = dax;
                                    sprite[k].y = day;
                                    sprite[k].z = daz;

                                    if(s.xrepeat < 10)
                                    {
                                        sprite[k].xrepeat = 6;
                                        sprite[k].yrepeat = 6;
                                    }
                                    else if( (j&49152) == 16384)
                                    {
                                        if( s.zvel > 0)
                                            spawn(i,EXPLOSION2BOT);
                                        else { sprite[k].cstat |= 8; sprite[k].z += (48<<8); }
                                    }
                                }
                                else if(s.picnum == SHRINKSPARK)
                                {
                                    spawn(i,SHRINKEREXPLOSION);
                                    spritesound(SHRINKER_HIT,i);
                                    hitradius(i,shrinkerblastradius,0,0,0,0);
                                }
                                else if( s.picnum != COOLEXPLOSION1 && s.picnum != FREEZEBLAST && s.picnum != FIRELASER)
                                {
                                    k = spawn(i,EXPLOSION2);
                                    sprite[k].xrepeat = sprite[k].yrepeat = s.xrepeat>>1;
                                    if( (j&49152) == 16384)
                                    {
                                        if( s.zvel < 0)
                                            { sprite[k].cstat |= 8; sprite[k].z += (72<<8); }
                                    }
                                }
                                if( s.picnum == RPG )
                                {
                                    spritesound(RPG_EXPLODE,i);

                                    if(s.xrepeat >= 10)
                                    {
                                        x = s.extra;
                                        hitradius( i,rpgblastradius, x>>2,x>>1,x-(x>>2),x);
                                    }
                                    else
                                    {
                                        x = s.extra+(global_random&3);
                                        hitradius( i,(rpgblastradius>>1),x>>2,x>>1,x-(x>>2),x);
                                    }
                                }
                            }
                            if(s.picnum != COOLEXPLOSION1) KILLIT(i);
                        }
                        if(s.picnum == COOLEXPLOSION1)
                        {
                            s.shade++;
                            if(s.shade >= 40) KILLIT(i);
                        }
                        else if(s.picnum == RPG && sector[s.sectnum].lotag == 2 && s.xrepeat >= 10 && rnd(140))
                            spawn(i,WATERBUBBLE);

                        goto BOLT;


                    case SHOTSPARK1:
                        p = findplayer(s,&x);
                        execute(i,p,x);
                        goto BOLT;
                }
                BOLT:
                i = nexti;
            }
        }


        void movetransports()
        {
            char warpspriteto;
            short i, j, k, l, p, sect, sectlotag, nexti, nextj, nextk;
            int ll,onfloorz,q;

            i = headspritestat[9]; //Transporters

            while(i >= 0)
            {
                sect = SECT;
                sectlotag = sector[sect].lotag;

                nexti = nextspritestat[i];

                if(OW == i)
                {
                    i = nexti;
                    continue;
                }

                onfloorz = T5;

                if(T1 > 0) T1--;

                j = headspritesect[sect];
                while(j >= 0)
                {
                    nextj = nextspritesect[j];

                    switch(sprite[j].statnum)
                    {
                        case 10:    // Player

                            if( sprite[j].owner != -1 )
                            {
                                p = sprite[j].yvel;

                                ps[p].on_warping_sector = 1;

                                if( ps[p].transporter_hold == 0 && ps[p].jumping_counter == 0 )
                                {
                                    if(ps[p].on_ground && sectlotag == 0 && onfloorz && ps[p].jetpack_on == 0 )
                                    {
                                        if(sprite[i].pal == 0)
                                        {
                                            spawn(i,TRANSPORTERBEAM);
                                            spritesound(TELEPORTER,i);
                                        }

                                        for(k=connecthead;k>=0;k=connectpoint2[k])
                                            if(ps[k].cursectnum == sprite[OW].sectnum)
                                        {
                                            ps[k].frag_ps = p;
                                            sprite[ps[k].i].extra = 0;
                                        }

                                        ps[p].ang = sprite[OW].ang;

                                        if(sprite[OW].owner != OW)
                                        {
                                            T1 = 13;
                                            hittype[OW].temp_data[0] = 13;
                                            ps[p].transporter_hold = 13;
                                        }

                                        ps[p].bobposx = ps[p].oposx = ps[p].posx = sprite[OW].x;
                                        ps[p].bobposy = ps[p].oposy = ps[p].posy = sprite[OW].y;
                                        ps[p].oposz = ps[p].posz = sprite[OW].z-PHEIGHT;

                                        changespritesect(j,sprite[OW].sectnum);
                                        ps[p].cursectnum = sprite[j].sectnum;

                                        if(sprite[i].pal == 0)
                                        {
                                            k = spawn(OW,TRANSPORTERBEAM);
                                            spritesound(TELEPORTER,k);
                                        }

                                        break;
                                    }
                                }
                                else if( !(sectlotag == 1 && ps[p].on_ground == 1)  ) break;

                                if(onfloorz == 0 && klabs(SZ-ps[p].posz) < 6144 )
                                    if( (ps[p].jetpack_on == 0 ) || (ps[p].jetpack_on && (sync[p].bits&1) ) ||
                                        (ps[p].jetpack_on && (sync[p].bits&2) ) )
                                {
                                    ps[p].oposx = ps[p].posx += sprite[OW].x-SX;
                                    ps[p].oposy = ps[p].posy += sprite[OW].y-SY;

                                    if( ps[p].jetpack_on && ( (sync[p].bits&1) || ps[p].jetpack_on < 11 ) )
                                        ps[p].posz = sprite[OW].z-6144;
                                    else ps[p].posz = sprite[OW].z+6144;
                                    ps[p].oposz = ps[p].posz;

                                    hittype[ps[p].i].bposx = ps[p].posx;
                                    hittype[ps[p].i].bposy = ps[p].posy;
                                    hittype[ps[p].i].bposz = ps[p].posz;

                                    changespritesect(j,sprite[OW].sectnum);
                                    ps[p].cursectnum = sprite[OW].sectnum;

                                    break;
                                }

                                k = 0;

                                if( onfloorz && sectlotag == 1 && ps[p].on_ground && ps[p].posz > (sector[sect].floorz-(16<<8)) && ( (sync[p].bits&2) || ps[p].poszv > 2048 ) )
        //                        if( onfloorz && sectlotag == 1 && ps[p].posz > (sector[sect].floorz-(6<<8)) )
                                {
                                    k = 1;
                                    if(screenpeek == p)
                                    {
                                        FX_StopAllSounds();
                                        clearsoundlocks();
                                    }
                                    if(sprite[ps[p].i].extra > 0)
                                        spritesound(DUKE_UNDERWATER,j);
                                    ps[p].oposz = ps[p].posz =
                                        sector[sprite[OW].sectnum].ceilingz+(7<<8);

                                    ps[p].posxv = 4096-(Duke3d.TRAND()&8192);
                                    ps[p].posyv = 4096-(Duke3d.TRAND()&8192);

                                }

                                if( onfloorz && sectlotag == 2 && ps[p].posz < (sector[sect].ceilingz+(6<<8)) )
                                {
                                    k = 1;
        //                            if( sprite[j].extra <= 0) break;
                                    if(screenpeek == p)
                                    {
                                        FX_StopAllSounds();
                                        clearsoundlocks();
                                    }
                                    spritesound(DUKE_GASP,j);

                                    ps[p].oposz = ps[p].posz =
                                        sector[sprite[OW].sectnum].floorz-(7<<8);

                                    ps[p].jumping_toggle = 1;
                                    ps[p].jumping_counter = 0;
                                }

                                if(k == 1)
                                {
                                    ps[p].oposx = ps[p].posx += sprite[OW].x-SX;
                                    ps[p].oposy = ps[p].posy += sprite[OW].y-SY;

                                    if(sprite[OW].owner != OW)
                                        ps[p].transporter_hold = -2;
                                    ps[p].cursectnum = sprite[OW].sectnum;

                                    changespritesect(j,sprite[OW].sectnum);
                                    setsprite(ps[p].i,ps[p].posx,ps[p].posy,ps[p].posz+PHEIGHT);

                                    setpal(&ps[p]);

                                    if( (Duke3d.TRAND()&255) < 32 )
                                        spawn(j,WATERSPLASH2);

                                    if(sectlotag == 1)
                                        for(l = 0;l < 9;l++)
                                    {
                                        q = spawn(ps[p].i,WATERBUBBLE);
                                        sprite[q].z += Duke3d.TRAND()&16383;
                                    }
                                }
                            }
                            break;

                        case 1:
                            switch(sprite[j].picnum)
                            {
                                case SHARK:
                                case COMMANDER:
                                case OCTABRAIN:
                                case GREENSLIME:
                                case GREENSLIME+1:
                                case GREENSLIME+2:
                                case GREENSLIME+3:
                                case GREENSLIME+4:
                                case GREENSLIME+5:
                                case GREENSLIME+6:
                                case GREENSLIME+7:
                                    if(sprite[j].extra > 0)
                                        goto JBOLT;
                            }
                        case 4:
                        case 5:
                        case 12:
                        case 13:

                            ll = klabs(sprite[j].zvel);

                            {
                                warpspriteto = 0;
                                if( ll && sectlotag == 2 && sprite[j].z < (sector[sect].ceilingz+ll) )
                                    warpspriteto = 1;

                                if( ll && sectlotag == 1 && sprite[j].z > (sector[sect].floorz-ll) )
                                    warpspriteto = 1;

                                if( sectlotag == 0 && ( onfloorz || klabs(sprite[j].z-SZ) < 4096) )
                                {
                                    if( sprite[OW].owner != OW && onfloorz && T1 > 0 && sprite[j].statnum != 5 )
                                    {
                                        T1++;
                                        goto BOLT;
                                    }
                                    warpspriteto = 1;
                                }

                                if( warpspriteto ) switch(sprite[j].picnum)
                                {
                                    case TRANSPORTERSTAR:
                                    case TRANSPORTERBEAM:
                                    case TRIPBOMB:
                                    case BULLETHOLE:
                                    case WATERSPLASH2:
                                    case BURNING:
                                    case BURNING2:
                                    case FIRE:
                                    case FIRE2:
                                    case TOILETWATER:
                                    case LASERLINE:
                                        goto JBOLT;
                                    case PLAYERONWATER:
                                        if(sectlotag == 2)
                                        {
                                            sprite[j].cstat &= 32767;
                                            break;
                                        }
                                    default:
                                        if(sprite[j].statnum == 5 && !(sectlotag == 1 || sectlotag == 2) )
                                            break;

                                    case WATERBUBBLE:
        //                                if( rnd(192) && sprite[j].picnum == WATERBUBBLE)
          //                                 break;

                                        if(sectlotag > 0)
                                        {
                                            k = spawn(j,WATERSPLASH2);
                                            if( sectlotag == 1 && sprite[j].statnum == 4 )
                                            {
                                                sprite[k].xvel = sprite[j].xvel>>1;
                                                sprite[k].ang = sprite[j].ang;
                                                ssp(k,CLIPMASK0);
                                            }
                                        }

                                        switch(sectlotag)
                                        {
                                            case 0:
                                                if(onfloorz)
                                                {
                                                    if( sprite[j].statnum == 4 || ( checkcursectnums(sect) == -1 && checkcursectnums(sprite[OW].sectnum)  == -1 ) )
                                                    {
                                                        sprite[j].x += (sprite[OW].x-SX);
                                                        sprite[j].y += (sprite[OW].y-SY);
                                                        sprite[j].z -= SZ - sector[sprite[OW].sectnum].floorz;
                                                        sprite[j].ang = sprite[OW].ang;

                                                        hittype[j].bposx = sprite[j].x;
                                                        hittype[j].bposy = sprite[j].y;
                                                        hittype[j].bposz = sprite[j].z;

                                                        if(sprite[i].pal == 0)
                                                        {
                                                            k = spawn(i,TRANSPORTERBEAM);
                                                            spritesound(TELEPORTER,k);

                                                            k = spawn(OW,TRANSPORTERBEAM);
                                                            spritesound(TELEPORTER,k);
                                                        }

                                                        if( sprite[OW].owner != OW )
                                                        {
                                                            T1 = 13;
                                                            hittype[OW].temp_data[0] = 13;
                                                        }

                                                        changespritesect(j,sprite[OW].sectnum);
                                                    }
                                                }
                                                else
                                                {
                                                    sprite[j].x += (sprite[OW].x-SX);
                                                    sprite[j].y += (sprite[OW].y-SY);
                                                    sprite[j].z = sprite[OW].z+4096;

                                                    hittype[j].bposx = sprite[j].x;
                                                    hittype[j].bposy = sprite[j].y;
                                                    hittype[j].bposz = sprite[j].z;

                                                    changespritesect(j,sprite[OW].sectnum);
                                                }
                                                break;
                                            case 1:
                                                sprite[j].x += (sprite[OW].x-SX);
                                                sprite[j].y += (sprite[OW].y-SY);
                                                sprite[j].z = sector[sprite[OW].sectnum].ceilingz+ll;

                                                hittype[j].bposx = sprite[j].x;
                                                hittype[j].bposy = sprite[j].y;
                                                hittype[j].bposz = sprite[j].z;

                                                changespritesect(j,sprite[OW].sectnum);

                                                break;
                                            case 2:
                                                sprite[j].x += (sprite[OW].x-SX);
                                                sprite[j].y += (sprite[OW].y-SY);
                                                sprite[j].z = sector[sprite[OW].sectnum].floorz-ll;

                                                hittype[j].bposx = sprite[j].x;
                                                hittype[j].bposy = sprite[j].y;
                                                hittype[j].bposz = sprite[j].z;

                                                changespritesect(j,sprite[OW].sectnum);

                                                break;
                                        }

                                        break;
                                }
                        }
                        break;

                    }
                    JBOLT:
                    j = nextj;
                }
                BOLT:
                i = nexti;
            }
        }



        void moveactors()
        {
            int x, m, l, *t;
            short a, i, j, nexti, nextj, sect, p;
            spritetype s;
            unsigned short k;

            i = headspritestat[1];
            while(i >= 0)
            {
                nexti = nextspritestat[i];

                s = &sprite[i];

                sect = s.sectnum;

                if( s.xrepeat == 0 || sect < 0 || sect >= MAXSECTORS)
                    KILLIT(i);

                t = &hittype[i].temp_data[0];

                hittype[i].bposx = s.x;
                hittype[i].bposy = s.y;
                hittype[i].bposz = s.z;


                switch(s.picnum)
                {
                    case DUCK:
                    case TARGET:
                        if(s.cstat&32)
                        {
                            t[0]++;
                            if(t[0] > 60)
                            {
                                t[0] = 0;
                                s.cstat = 128+257+16;
                                s.extra = 1;
                            }
                        }
                        else
                        {
                            j = ifhitbyweapon(i);
                            if( j >= 0 )
                            {
                                s.cstat = 32+128;
                                k = 1;

                                j = headspritestat[1];
                                while(j >= 0)
                                {
                                    if( sprite[j].lotag == s.lotag &&
                                        sprite[j].picnum == s.picnum )
                                    {
                                        if( ( sprite[j].hitag && !(sprite[j].cstat&32) ) ||
                                            ( !sprite[j].hitag && (sprite[j].cstat&32) )
                                          )
                                        {
                                            k = 0;
                                            break;
                                        }
                                    }

                                    j = nextspritestat[j];
                                }

                                if(k == 1)
                                {
                                    operateactivators(s.lotag,-1);
                                    operateforcefields(i,s.lotag);
                                    operatemasterswitches(s.lotag);
                                }
                            }
                        }
                        goto BOLT;

                    case RESPAWNMARKERRED:
                    case RESPAWNMARKERYELLOW:
                    case RESPAWNMARKERGREEN:
                        T1++;
                        if(T1 > respawnitemtime)
                        {
                            KILLIT(i);
                        }
                        if( T1 >= (respawnitemtime>>1) && T1 < ((respawnitemtime>>1)+(respawnitemtime>>2)) )
                            PN = RESPAWNMARKERYELLOW;
                        else if( T1 > ((respawnitemtime>>1)+(respawnitemtime>>2)) )
                            PN = RESPAWNMARKERGREEN;
                        makeitfall(i);
                        break;

                    case HELECOPT:
                    case DUKECAR:

                        s.z += s.zvel;
                        t[0]++;

                        if(t[0] == 4) spritesound(WAR_AMBIENCE2,i);

                        if( t[0] > (26*8) )
                        {
                            sound(RPG_EXPLODE);
                            for(j=0;j<32;j++) RANDOMSCRAP;
                            earthquaketime = 16;
                            KILLIT(i);
                        }
                        else if((t[0]&3) == 0)
                            spawn(i,EXPLOSION2);
                        ssp(i,CLIPMASK0);
                        break;
                    case RAT:
                        makeitfall(i);
                        IFMOVING
                        {
                            if( (Duke3d.TRAND()&255) < 3 ) spritesound(RATTY,i);
                            s.ang += (Duke3d.TRAND()&31)-15+(sintable[(t[0]<<8)&2047]>>11);
                        }
                        else
                        {
                            T1++;
                            if(T1 > 1) { KILLIT(i); }
                            else s.ang = (Duke3d.TRAND()&2047);
                        }
                        if(s.xvel < 128)
                            s.xvel+=2;
                        s.ang += (Duke3d.TRAND()&3)-6;
                        break;
                    case QUEBALL:
                    case STRIPEBALL:
                        if(s.xvel)
                        {
                            j = headspritestat[0];
                            while(j >= 0)
                            {
                                nextj = nextspritestat[j];
                                if( sprite[j].picnum == POCKET && ldist(&sprite[j],s) < 52 ) KILLIT(i);
                                j = nextj;
                            }

                            j = clipmove(&s.x,&s.y,&s.z,&s.sectnum,
                                (((s.xvel*(sintable[(s.ang+512)&2047]))>>14)*TICSPERFRAME)<<11,
                                (((s.xvel*(sintable[s.ang&2047]))>>14)*TICSPERFRAME)<<11,
                                24L,(4<<8),(4<<8),CLIPMASK1);

                            if(j&49152)
                            {
                                if( (j&49152) == 32768 )
                                {
                                    j &= (MAXWALLS-1);
                                    k = getangle(
                                        wall[wall[j].point2].x-wall[j].x,
                                        wall[wall[j].point2].y-wall[j].y);
                                    s.ang = ((k<<1) - s.ang)&2047;
                                }
                                else if( (j&49152) == 49152 )
                                {
                                    j &= (MAXSPRITES-1);
                                    checkhitsprite(i,j);
                                }
                            }
                            s.xvel --;
                            if(s.xvel < 0) s.xvel = 0;
                            if( s.picnum == STRIPEBALL )
                            {
                                s.cstat = 257;
                                s.cstat |= 4&s.xvel;
                                s.cstat |= 8&s.xvel;
                            }
                        }
                        else
                        {
                            p = findplayer(s,&x);

                            if( x < 1596)
                            {

        //                        if(s.pal == 12)
                                {
                                    j = getincangle(ps[p].ang,getangle(s.x-ps[p].posx,s.y-ps[p].posy));
                                    if( j > -64 && j < 64 && (sync[p].bits&(1<<29)) )
                                        if(ps[p].toggle_key_flag == 1)
                                    {
                                        a = headspritestat[1];
                                        while(a >= 0)
                                        {
                                            if(sprite[a].picnum == QUEBALL || sprite[a].picnum == STRIPEBALL)
                                            {
                                                j = getincangle(ps[p].ang,getangle(sprite[a].x-ps[p].posx,sprite[a].y-ps[p].posy));
                                                if( j > -64 && j < 64 )
                                                {
                                                    findplayer(&sprite[a],&l);
                                                    if(x > l) break;
                                                }
                                            }
                                            a = nextspritestat[a];
                                        }
                                        if(a == -1)
                                        {
                                            if(s.pal == 12)
                                                s.xvel = 164;
                                            else s.xvel = 140;
                                            s.ang = ps[p].ang;
                                            ps[p].toggle_key_flag = 2;
                                        }
                                    }
                                }
                            }
                            if( x < 512 && s.sectnum == ps[p].cursectnum )
                            {
                                s.ang = getangle(s.x-ps[p].posx,s.y-ps[p].posy);
                                s.xvel = 48;
                            }
                        }

                        break;
                    case FORCESPHERE:

                        if(s.yvel == 0)
                        {
                            s.yvel = 1;

                            for(l=512;l<(2048-512);l+= 128)
                                for(j=0;j<2048;j += 128)
                            {
                                k = spawn(i,FORCESPHERE);
                                sprite[k].cstat = 257+128;
                                sprite[k].clipdist = 64;
                                sprite[k].ang = j;
                                sprite[k].zvel = sintable[l&2047]>>5;
                                sprite[k].xvel = sintable[(l+512)&2047]>>9;
                                sprite[k].owner = i;
                            }
                        }

                        if(t[3] > 0)
                        {
                            if(s.zvel < 6144)
                                s.zvel += 192;
                            s.z += s.zvel;
                            if(s.z > sector[sect].floorz)
                                s.z = sector[sect].floorz;
                            t[3]--;
                            if(t[3] == 0)
                                KILLIT(i);
                        }
                        else if(t[2] > 10)
                        {
                            j = headspritestat[5];
                            while(j >= 0)
                            {
                                if(sprite[j].owner == i && sprite[j].picnum == FORCESPHERE)
                                    hittype[j].temp_data[1] = 1+(Duke3d.TRAND()&63);
                                j = nextspritestat[j];
                            }
                            t[3] = 64;
                        }

                        goto BOLT;

                    case RECON:

                        getglobalz(i);

                        if (sector[s.sectnum].ceilingstat&1)
                           s.shade += (sector[s.sectnum].ceilingshade-s.shade)>>1;
                        else s.shade += (sector[s.sectnum].floorshade-s.shade)>>1;

                        if( s.z < sector[sect].ceilingz+(32<<8) )
                            s.z = sector[sect].ceilingz+(32<<8);

                        if( ud.multimode < 2 )
                        {
                            if( actor_tog == 1)
                            {
                                s.cstat = (short)32768;
                                goto BOLT;
                            }
                            else if(actor_tog == 2) s.cstat = 257;
                        }
                        IFHIT
                        {
                            if( s.extra < 0 && t[0] != -1 )
                            {
                                t[0] = -1;
                                s.extra = 0;
                            }
                            spritesound(RECO_PAIN,i);
                            RANDOMSCRAP;
                        }

                        if(t[0] == -1)
                        {
                            s.z += 1024;
                            t[2]++;
                            if( (t[2]&3) == 0) spawn(i,EXPLOSION2);
                            getglobalz(i);
                            s.ang += 96;
                            s.xvel = 128;
                            j = ssp(i,CLIPMASK0);
                            if(j != 1 || s.z > hittype[i].floorz)
                            {
                                for(l=0;l<16;l++)
                                    RANDOMSCRAP;
                                spritesound(LASERTRIP_EXPLODE,i);
                                spawn(i,PIGCOP);
                                ps[myconnectindex].actors_killed++;
                                KILLIT(i);
                            }
                            goto BOLT;
                        }
                        else
                        {
                            if( s.z > hittype[i].floorz-(48<<8) )
                                s.z = hittype[i].floorz-(48<<8);
                        }

                        p = findplayer(s,&x);
                        j = s.owner;

                        // 3 = findplayerz, 4 = shoot

                        if( t[0] >= 4 )
                        {
                            t[2]++;
                            if( (t[2]&15) == 0 )
                            {
                                a = s.ang;
                                s.ang = hittype[i].tempang;
                                spritesound(RECO_ATTACK,i);
                                shoot(i,FIRELASER);
                                s.ang = a;
                            }
                            if( t[2] > (26*3) || !cansee(s.x,s.y,s.z-(16<<8),s.sectnum, ps[p].posx,ps[p].posy,ps[p].posz,ps[p].cursectnum ) )
                            {
                                t[0] = 0;
                                t[2] = 0;
                            }
                            else hittype[i].tempang +=
                                getincangle(hittype[i].tempang,getangle(ps[p].posx-s.x,ps[p].posy-s.y))/3;
                        }
                        else if(t[0] == 2 || t[0] == 3)
                        {
                            t[3] = 0;
                            if(s.xvel > 0) s.xvel -= 16;
                            else s.xvel = 0;

                            if(t[0] == 2)
                            {
                                l = ps[p].posz-s.z;
                                if( klabs(l) < (48<<8) ) t[0] = 3;
                                else s.z += sgn(ps[p].posz-s.z)<<10;
                            }
                            else
                            {
                                t[2]++;
                                if( t[2] > (26*3) || !cansee(s.x,s.y,s.z-(16<<8),s.sectnum, ps[p].posx,ps[p].posy,ps[p].posz,ps[p].cursectnum ) )
                                {
                                    t[0] = 1;
                                    t[2] = 0;
                                }
                                else if( (t[2]&15) == 0 )
                                {
                                    spritesound(RECO_ATTACK,i);
                                    shoot(i,FIRELASER);
                                }
                            }
                            s.ang += getincangle(s.ang,getangle(ps[p].posx-s.x,ps[p].posy-s.y))>>2;
                        }

                        if( t[0] != 2 && t[0] != 3 )
                        {
                            l = ldist(&sprite[j],s);
                            if(l <= 1524)
                            {
                                a = s.ang;
                                s.xvel >>= 1;
                            }
                            else a = getangle(sprite[j].x-s.x,sprite[j].y-s.y);

                            if(t[0] == 1 || t[0] == 4) // Found a locator and going with it
                            {
                                l = dist(&sprite[j],s);

                                if( l <= 1524 ) { if(t[0] == 1) t[0] = 0; else t[0] = 5; }
                                else
                                {
                                    // Control speed here
                                    if(l > 1524) { if( s.xvel < 256 ) s.xvel += 32; }
                                    else
                                    {
                                        if(s.xvel > 0) s.xvel -= 16;
                                        else s.xvel = 0;
                                    }
                                }

                                if(t[0] < 2) t[2]++;

                                if( x < 6144 && t[0] < 2 && t[2] > (26*4) )
                                {
                                    t[0] = 2+(Duke3d.TRAND()&2);
                                    t[2] = 0;
                                    hittype[i].tempang = s.ang;
                                }
                            }

                            if(t[0] == 0 || t[0] == 5)
                            {
                                if(t[0] == 0)
                                    t[0] = 1;
                                else t[0] = 4;
                                j = s.owner = LocateTheLocator(s.hitag,-1);
                                if(j == -1)
                                {
                                    s.hitag = j = hittype[i].temp_data[5];
                                    s.owner = LocateTheLocator(j,-1);
                                    j = s.owner;
                                    if(j == -1) KILLIT(i);
                                }
                                else s.hitag++;
                            }

                            t[3] = getincangle(s.ang,a);
                            s.ang += t[3]>>3;

                            if(s.z < sprite[j].z)
                                s.z += 1024;
                            else s.z -= 1024;
                        }

                        if(Sound[RECO_ROAM].num == 0 )
                            spritesound(RECO_ROAM,i);

                        ssp(i,CLIPMASK0);

                        goto BOLT;

                    case OOZ:
                    case OOZ2:

                        getglobalz(i);

                        j = (hittype[i].floorz-hittype[i].ceilingz)>>9;
                        if(j > 255) j = 255;

                        x = 25-(j>>1);
                        if(x < 8) x = 8;
                        else if(x > 48) x = 48;

                        s.yrepeat = j;
                        s.xrepeat = x;
                        s.z = hittype[i].floorz;

                        goto BOLT;

                    case GREENSLIME:
                    case GREENSLIME+1:
                    case GREENSLIME+2:
                    case GREENSLIME+3:
                    case GREENSLIME+4:
                    case GREENSLIME+5:
                    case GREENSLIME+6:
                    case GREENSLIME+7:

        // #ifndef VOLUMEONE
                        if( ud.multimode < 2 )
                        {
                            if( actor_tog == 1)
                            {
                                s.cstat = (short)32768;
                                goto BOLT;
                            }
                            else if(actor_tog == 2) s.cstat = 257;
                        }
        // #endif

                        t[1]+=128;

                        if(sector[sect].floorstat&1)
                            KILLIT(i);

                        p = findplayer(s,&x);

                        if(x > 20480)
                        {
                            hittype[i].timetosleep++;
                            if( hittype[i].timetosleep > SLEEPTIME )
                            {
                                hittype[i].timetosleep = 0;
                                changespritestat(i,2);
                                goto BOLT;
                            }
                        }

                        if(t[0] == -5) // FROZEN
                        {
                            t[3]++;
                            if(t[3] > 280)
                            {
                                s.pal = 0;
                                t[0] = 0;
                                goto BOLT;
                            }
                            makeitfall(i);
                            s.cstat = 257;
                            s.picnum = GREENSLIME+2;
                            s.extra = 1;
                            s.pal = 1;
                            IFHIT
                            {
                                if(j == FREEZEBLAST) goto BOLT;
                                for(j=16; j >= 0 ;j--)
                                {
                                    k = EGS(SECT,SX,SY,SZ,GLASSPIECES+(j%3),-32,36,36,Duke3d.TRAND()&2047,32+(Duke3d.TRAND()&63),1024-(Duke3d.TRAND()&1023),i,5);
                                    sprite[k].pal = 1;
                                }
                                spritesound(GLASS_BREAKING,i);
                                KILLIT(i);
                            }
                            else if(x < 1024 && ps[p].quick_kick == 0)
                            {
                                j = getincangle(ps[p].ang,getangle(SX-ps[p].posx,SY-ps[p].posy));
                                if( j > -128 && j < 128 )
                                    ps[p].quick_kick = 14;
                            }

                            goto BOLT;
                        }

                        if(x < 1596)
                            s.cstat = 0;
                        else s.cstat = 257;

                        if(t[0] == -4) //On the player
                        {
                            if( sprite[ps[p].i].extra < 1 )
                            {
                                t[0] = 0;
                                goto BOLT;
                            }

                            setsprite(i,s.x,s.y,s.z);

                            s.ang = ps[p].ang;

                            if( ( (sync[p].bits&4) || (ps[p].quick_kick > 0) ) && sprite[ps[p].i].extra > 0 )
                                if( ps[p].quick_kick > 0 || ( ps[p].curr_weapon != HANDREMOTE_WEAPON && ps[p].curr_weapon != HANDBOMB_WEAPON && ps[p].curr_weapon != TRIPBOMB_WEAPON && ps[p].ammo_amount[ps[p].curr_weapon] >= 0) )
                            {
                                for(x=0;x<8;x++)
                                {
                                    j = EGS(sect,s.x,s.y,s.z-(8<<8),SCRAP3+(Duke3d.TRAND()&3),-8,48,48,Duke3d.TRAND()&2047,(Duke3d.TRAND()&63)+64,-(Duke3d.TRAND()&4095)-(s.zvel>>2),i,5);
                                    sprite[j].pal = 6;
                                }

                                spritesound(SLIM_DYING,i);
                                spritesound(SQUISHED,i);
                                if( (Duke3d.TRAND()&255) < 32 )
                                {
                                    j = spawn(i,BLOODPOOL);
                                    sprite[j].pal = 0;
                                }
                                ps[p].actors_killed ++;
                                t[0] = -3;
                                if(ps[p].somethingonplayer == i)
                                    ps[p].somethingonplayer = -1;
                                KILLIT(i);
                            }

                            s.z = ps[p].posz+ps[p].pyoff-t[2]+(8<<8);

                            s.z += (100-ps[p].horiz)<<4;

                            if( t[2] > 512)
                                t[2] -= 128;

                            if( t[2] < 348)
                                t[2] += 128;

                            if(ps[p].newowner >= 0)
                            {
                                ps[p].newowner = -1;
                                ps[p].posx = ps[p].oposx;
                                ps[p].posy = ps[p].oposy;
                                ps[p].posz = ps[p].oposz;
                                ps[p].ang = ps[p].oang;

                                updatesector(ps[p].posx,ps[p].posy,&ps[p].cursectnum);
                                setpal(&ps[p]);

                                j = headspritestat[1];
                                while(j >= 0)
                                {
                                    if(sprite[j].picnum==CAMERA1) sprite[j].yvel = 0;
                                    j = nextspritestat[j];
                                }
                            }

                            if(t[3]>0)
                            {
                                short frames[] = {5,5,6,6,7,7,6,5};

                                s.picnum = GREENSLIME+frames[t[3]];

                                if( t[3] == 5 )
                                {
                                    sprite[ps[p].i].extra += -(5+(Duke3d.TRAND()&3));
                                    spritesound(SLIM_ATTACK,i);
                                }

                                if(t[3] < 7) t[3]++;
                                else t[3] = 0;

                            }
                            else
                            {
                                s.picnum = GREENSLIME+5;
                                if(rnd(32))
                                    t[3] = 1;
                            }

                            s.xrepeat = 20+(sintable[t[1]&2047]>>13);
                            s.yrepeat = 15+(sintable[t[1]&2047]>>13);

                            s.x = ps[p].posx + (sintable[(ps[p].ang+512)&2047]>>7);
                            s.y = ps[p].posy + (sintable[ps[p].ang&2047]>>7);

                            goto BOLT;
                        }

                        else if(s.xvel < 64 && x < 768)
                        {
                            if(ps[p].somethingonplayer == -1)
                            {
                                ps[p].somethingonplayer = i;
                                if(t[0] == 3 || t[0] == 2) //Falling downward
                                    t[2] = (12<<8);
                                else t[2] = -(13<<8); //Climbing up duke
                                t[0] = -4;
                            }
                        }

                            IFHIT
                            {
                                spritesound(SLIM_DYING,i);

                                ps[p].actors_killed ++;
                                if(ps[p].somethingonplayer == i)
                                    ps[p].somethingonplayer = -1;

                                if(j == FREEZEBLAST)
                                {
                                    spritesound(SOMETHINGFROZE,i); t[0] = -5 ; t[3] = 0 ;
                                    goto BOLT;
                                }

                                if( (Duke3d.TRAND()&255) < 32 )
                                {
                                    j = spawn(i,BLOODPOOL);
                                    sprite[j].pal = 0;
                                }

                                for(x=0;x<8;x++)
                                {
                                    j = EGS(sect,s.x,s.y,s.z-(8<<8),SCRAP3+(Duke3d.TRAND()&3),-8,48,48,Duke3d.TRAND()&2047,(Duke3d.TRAND()&63)+64,-(Duke3d.TRAND()&4095)-(s.zvel>>2),i,5);
                                    sprite[j].pal = 6;
                                }
                                t[0] = -3;
                                KILLIT(i);
                            }
                                // All weap
                        if(t[0] == -1) //Shrinking down
                        {
                            makeitfall(i);

                            s.cstat &= 65535-8;
                            s.picnum = GREENSLIME+4;

        //                    if(s.yrepeat > 62)
          //                      guts(s,JIBS6,5,myconnectindex);

                            if(s.xrepeat > 32) s.xrepeat -= Duke3d.TRAND()&7;
                            if(s.yrepeat > 16) s.yrepeat -= Duke3d.TRAND()&7;
                            else
                            {
                                s.xrepeat = 40;
                                s.yrepeat = 16;
                                t[5] = -1;
                                t[0] = 0;
                            }

                            goto BOLT;
                        }
                        else if(t[0] != -2) getglobalz(i);

                        if(t[0] == -2) //On top of somebody
                        {
                            makeitfall(i);
                            sprite[t[5]].xvel = 0;

                            l = sprite[t[5]].ang;

                            s.z = sprite[t[5]].z;
                            s.x = sprite[t[5]].x+(sintable[(l+512)&2047]>>11);
                            s.y = sprite[t[5]].y+(sintable[l&2047]>>11);

                            s.picnum =  GREENSLIME+2+(global_random&1);

                            if(s.yrepeat < 64) s.yrepeat+=2;
                            else
                            {
                                if(s.xrepeat < 32) s.xrepeat += 4;
                                else
                                {
                                    t[0] = -1;
                                    x = ldist(s,&sprite[t[5]]);
                                    if(x < 768) sprite[t[5]].xrepeat = 0;
                                }
                            }

                            goto BOLT;
                        }

                        //Check randomly to see of there is an actor near
                        if(rnd(32))
                        {
                            j = headspritesect[sect];
                            while(j>=0)
                            {
                                switch(sprite[j].picnum)
                                {
                                    case LIZTROOP:
                                    case LIZMAN:
                                    case PIGCOP:
                                    case NEWBEAST:
                                        if( ldist(s,&sprite[j]) < 768 && (klabs(s.z-sprite[j].z)<8192) ) //Gulp them
                                        {
                                            t[5] = j;
                                            t[0] = -2;
                                            t[1] = 0;
                                            goto BOLT;
                                        }
                                }

                                j = nextspritesect[j];
                            }
                        }

                        //Moving on the ground or ceiling

                        if(t[0] == 0 || t[0] == 2)
                        {
                            s.picnum = GREENSLIME;

                            if( (Duke3d.TRAND()&511) == 0 )
                                spritesound(SLIM_ROAM,i);

                            if(t[0]==2)
                            {
                                s.zvel = 0;
                                s.cstat &= (65535-8);

                                if( (sector[sect].ceilingstat&1) || (hittype[i].ceilingz+6144) < s.z)
                                {
                                    s.z += 2048;
                                    t[0] = 3;
                                    goto BOLT;
                                }
                            }
                            else
                            {
                                s.cstat |= 8;
                                makeitfall(i);
                            }

                            if( everyothertime&1 ) ssp(i,CLIPMASK0);

                            if(s.xvel > 96)
                            {
                                s.xvel -= 2;
                                goto BOLT;
                            }
                            else
                            {
                                if(s.xvel < 32) s.xvel += 4;
                                s.xvel = 64 - (sintable[(t[1]+512)&2047]>>9);

                                s.ang += getincangle(s.ang,
                                       getangle(ps[p].posx-s.x,ps[p].posy-s.y))>>3;
        // TJR
                            }

                            s.xrepeat = 36 + (sintable[(t[1]+512)&2047]>>11);
                            s.yrepeat = 16 + (sintable[t[1]&2047]>>13);

                            if(rnd(4) && (sector[sect].ceilingstat&1) == 0 &&
                                klabs(hittype[i].floorz-hittype[i].ceilingz)
                                    < (192<<8) )
                                    {
                                        s.zvel = 0;
                                        t[0]++;
                                    }

                        }

                        if(t[0]==1)
                        {
                            s.picnum = GREENSLIME;
                            if(s.yrepeat < 40) s.yrepeat+=8;
                            if(s.xrepeat > 8) s.xrepeat-=4;
                            if(s.zvel > -(2048+1024))
                                s.zvel -= 348;
                            s.z += s.zvel;
                            if(s.z < hittype[i].ceilingz+4096)
                            {
                                s.z = hittype[i].ceilingz+4096;
                                s.xvel = 0;
                                t[0] = 2;
                            }
                        }

                        if(t[0]==3)
                        {
                            s.picnum = GREENSLIME+1;

                            makeitfall(i);

                            if(s.z > hittype[i].floorz-(8<<8))
                            {
                                s.yrepeat-=4;
                                s.xrepeat+=2;
                            }
                            else
                            {
                                if(s.yrepeat < (40-4)) s.yrepeat+=8;
                                if(s.xrepeat > 8) s.xrepeat-=4;
                            }

                            if(s.z > hittype[i].floorz-2048)
                            {
                                s.z = hittype[i].floorz-2048;
                                t[0] = 0;
                                s.xvel = 0;
                            }
                        }
                        goto BOLT;

                    case BOUNCEMINE:
                    case MORTER:
                        j = spawn(i,FRAMEEFFECT1);
                        hittype[j].temp_data[0] = 3;

                    case HEAVYHBOMB:

                        if( (s.cstat&32768) )
                        {
                            t[2]--;
                            if(t[2] <= 0)
                            {
                                spritesound(TELEPORTER,i);
                                spawn(i,TRANSPORTERSTAR);
                                s.cstat = 257;
                            }
                            goto BOLT;
                        }

                        p = findplayer(s,&x);

                        if( x < 1220 ) s.cstat &= ~257;
                        else s.cstat |= 257;

                        if(t[3] == 0 )
                        {
                            j = ifhitbyweapon(i);
                            if(j >= 0)
                            {
                                t[3] = 1;
                                t[4] = 0;
                                l = 0;
                                s.xvel = 0;
                                goto DETONATEB;
                            }
                        }

                        if( s.picnum != BOUNCEMINE )
                        {
                            makeitfall(i);

                            if( sector[sect].lotag != 1 && s.z >= hittype[i].floorz-(FOURSLEIGHT) && s.yvel < 3 )
                            {
                                if( s.yvel > 0 || (s.yvel == 0 && hittype[i].floorz == sector[sect].floorz ))
                                    spritesound(PIPEBOMB_BOUNCE,i);
                                s.zvel = -((4-s.yvel)<<8);
                                if(sector[s.sectnum].lotag== 2)
                                    s.zvel >>= 2;
                                s.yvel++;
                            }
                            if( s.z < hittype[i].ceilingz ) // && sector[sect].lotag != 2 )
                            {
                                s.z = hittype[i].ceilingz+(3<<8);
                                s.zvel = 0;
                            }
                        }

                        j = movesprite(i,
                            (s.xvel*(sintable[(s.ang+512)&2047]))>>14,
                            (s.xvel*(sintable[s.ang&2047]))>>14,
                            s.zvel,CLIPMASK0);

                        if(sector[SECT].lotag == 1 && s.zvel == 0)
                        {
                            s.z += (32<<8);
                            if(t[5] == 0)
                            {
                                t[5] = 1;
                                spawn(i,WATERSPLASH2);
                            }
                        }
                        else t[5] = 0;

                        if(t[3] == 0 && ( s.picnum == BOUNCEMINE || s.picnum == MORTER ) && (j || x < 844) )
                        {
                            t[3] = 1;
                            t[4] = 0;
                            l = 0;
                            s.xvel = 0;
                            goto DETONATEB;
                        }

                        if(sprite[s.owner].picnum == APLAYER)
                            l = sprite[s.owner].yvel;
                        else l = -1;

                        if(s.xvel > 0)
                        {
                            s.xvel -= 5;
                            if(sector[sect].lotag == 2)
                                s.xvel -= 10;

                            if(s.xvel < 0)
                                s.xvel = 0;
                            if(s.xvel&8) s.cstat ^= 4;
                        }

                        if( (j&49152) == 32768 )
                        {
                            j &= (MAXWALLS-1);

                            checkhitwall(i,j,s.x,s.y,s.z,s.picnum);

                            k = getangle(
                                wall[wall[j].point2].x-wall[j].x,
                                wall[wall[j].point2].y-wall[j].y);

                            s.ang = ((k<<1) - s.ang)&2047;
                            s.xvel >>= 1;
                        }

                        DETONATEB:

                        if( ( l >= 0 && ps[l].hbomb_on == 0 ) || t[3] == 1)
                        {
                            t[4]++;

                            if(t[4] == 2)
                            {
                                x = s.extra;
                                m = 0;
                                switch(s.picnum)
                                {
                                    case HEAVYHBOMB: m = pipebombblastradius;break;
                                    case MORTER: m = morterblastradius;break;
                                    case BOUNCEMINE: m = bouncemineblastradius;break;
                                }

                                hitradius( i, m,x>>2,x>>1,x-(x>>2),x);
                                spawn(i,EXPLOSION2);
                                if( s.zvel == 0 )
                                    spawn(i,EXPLOSION2BOT);
                                spritesound(PIPEBOMB_EXPLODE,i);
                                for(x=0;x<8;x++)
                                    RANDOMSCRAP;
                            }

                            if(s.yrepeat)
                            {
                                s.yrepeat = 0;
                                goto BOLT;
                            }

                            if(t[4] > 20)
                            {
                                if(s.owner != i || ud.respawn_items == 0)
                                {
                                    KILLIT(i);
                                }
                                else
                                {
                                    t[2] = respawnitemtime;
                                    spawn(i,RESPAWNMARKERRED);
                                    s.cstat = (short) 32768;
                                    s.yrepeat = 9;
                                    goto BOLT;
                                }
                            }
                        }
                        else if(s.picnum == HEAVYHBOMB && x < 788 && t[0] > 7 && s.xvel == 0)
                            if( cansee(s.x,s.y,s.z-(8<<8),s.sectnum,ps[p].posx,ps[p].posy,ps[p].posz,ps[p].cursectnum) )
                                if(ps[p].ammo_amount[HANDBOMB_WEAPON] < max_ammo_amount[HANDBOMB_WEAPON] )
                        {
                            if(ud.coop >= 1 && s.owner == i)
                            {
                                for(j=0;j<ps[p].weapreccnt;j++)
                                    if(ps[p].weaprecs[j] == s.picnum)
                                        goto BOLT;

                                if(ps[p].weapreccnt < 255)
                                    ps[p].weaprecs[ps[p].weapreccnt++] = s.picnum;
                            }

                            addammo(HANDBOMB_WEAPON,&ps[p],1);
                            spritesound(DUKE_GET,ps[p].i);

                            if( ps[p].gotweapon[HANDBOMB_WEAPON] == 0 || s.owner == ps[p].i )
                                addweapon(&ps[p],HANDBOMB_WEAPON);

                            if( sprite[s.owner].picnum != APLAYER )
                            {
                                ps[p].pals[0] = 0;
                                ps[p].pals[1] = 32;
                                ps[p].pals[2] = 0;
                                ps[p].pals_time = 32;
                            }

                            if( s.owner != i || ud.respawn_items == 0 )
                            {
                                if(s.owner == i && ud.coop >= 1)
                                    goto BOLT;
                                KILLIT(i);
                            }
                            else
                            {
                                t[2] = respawnitemtime;
                                spawn(i,RESPAWNMARKERRED);
                                s.cstat = (short) 32768;
                            }
                        }

                        if(t[0] < 8) t[0]++;
                        goto BOLT;

                    case REACTORBURNT:
                    case REACTOR2BURNT:
                        goto BOLT;

                    case REACTOR:
                    case REACTOR2:

                        if( t[4] == 1 )
                        {
                            j = headspritesect[sect];
                            while(j >= 0)
                            {
                                switch(sprite[j].picnum)
                                {
                                    case SECTOREFFECTOR:
                                        if(sprite[j].lotag == 1)
                                        {
                                            sprite[j].lotag = (short) 65535;
                                            sprite[j].hitag = (short) 65535;
                                        }
                                        break;
                                    case REACTOR:
                                        sprite[j].picnum = REACTORBURNT;
                                        break;
                                    case REACTOR2:
                                        sprite[j].picnum = REACTOR2BURNT;
                                        break;
                                    case REACTORSPARK:
                                    case REACTOR2SPARK:
                                        sprite[j].cstat = (short) 32768;
                                        break;
                                }
                                j = nextspritesect[j];
                            }
                            goto BOLT;
                        }

                        if(t[1] >= 20)
                        {
                            t[4] = 1;
                            goto BOLT;
                        }

                        p = findplayer(s,&x);

                        t[2]++;
                        if( t[2] == 4 ) t[2]=0;

                        if( x < 4096 )
                        {
                            if( (Duke3d.TRAND()&255) < 16 )
                            {
                                if(Sound[DUKE_intTERM_PAIN].num < 1)
                                    spritesound(DUKE_intTERM_PAIN,ps[p].i);

                                spritesound(SHORT_CIRCUIT,i);

                                sprite[ps[p].i].extra --;
                                ps[p].pals_time = 32;
                                ps[p].pals[0] = 32;
                                ps[p].pals[1] = 0;
                                ps[p].pals[2] = 0;
                            }
                            t[0] += 128;
                            if( t[3] == 0 )
                                t[3] = 1;
                        }
                        else t[3] = 0;

                        if( t[1] )
                        {
                            t[1]++;

                            t[4] = s.z;
                            s.z = sector[sect].floorz-(Duke3d.TRAND()%(sector[sect].floorz-sector[sect].ceilingz));

                            switch( t[1] )
                            {
                                case 3:
                                    //Turn on all of those flashing sectoreffector.
                                    hitradius( i, 4096,
                                               impact_damage<<2,
                                               impact_damage<<2,
                                               impact_damage<<2,
                                               impact_damage<<2 );
        /*
                                    j = headspritestat[3];
                                    while(j>=0)
                                    {
                                        if( sprite[j].lotag  == 3 )
                                            hittype[j].temp_data[4]=1;
                                        else if(sprite[j].lotag == 12)
                                        {
                                            hittype[j].temp_data[4] = 1;
                                            sprite[j].lotag = 3;
                                            sprite[j].owner = 0;
                                            hittype[j].temp_data[0] = s.shade;
                                        }
                                        j = nextspritestat[j];
                                    }
        */
                                    j = headspritestat[6];
                                    while(j >= 0)
                                    {
                                        if(sprite[j].picnum == MASTERSWITCH)
                                            if(sprite[j].hitag == s.hitag)
                                                if(sprite[j].yvel == 0)
                                                    sprite[j].yvel = 1;
                                        j = nextspritestat[j];
                                    }
                                    break;

                                case 4:
                                case 7:
                                case 10:
                                case 15:
                                    j = headspritesect[sect];
                                    while(j >= 0)
                                    {
                                        l = nextspritesect[j];

                                        if(j != i)
                                        {
                                            deletesprite(j);
                                            break;
                                        }
                                        j = l;
                                    }
                                    break;
                            }
                            for(x=0;x<16;x++)
                                RANDOMSCRAP;

                            s.z = t[4];
                            t[4] = 0;

                        }
                        else
                        {
                            IFHIT
                            {
                                for(x=0;x<32;x++)
                                    RANDOMSCRAP;
                                if(s.extra < 0)
                                    t[1] = 1;
                            }
                        }
                        goto BOLT;

                    case CAMERA1:

                        if( t[0] == 0 )
                        {
                            t[1]+=8;
                            if(camerashitable)
                            {
                                IFHIT
                                {
                                    t[0] = 1; // static
                                    s.cstat = (short)32768;
                                    for(x=0;x<5;x++) RANDOMSCRAP;
                                    goto BOLT;
                                }
                            }

                            if(s.hitag > 0)
                            {
                                if(t[1]<s.hitag)
                                    s.ang+=8;
                                else if(t[1]<(s.hitag*3))
                                    s.ang-=8;
                                else if(t[1] < (s.hitag<<2) )
                                    s.ang+=8;
                                else
                                {
                                    t[1]=8;
                                    s.ang+=16;
                                }
                            }
                        }
                        goto BOLT;
                }


        // #ifndef VOLOMEONE
                if( ud.multimode < 2 && badguy(s) )
                {
                    if( actor_tog == 1)
                    {
                        s.cstat = (short)32768;
                        goto BOLT;
                    }
                    else if(actor_tog == 2) s.cstat = 257;
                }
        // #endif

                p = findplayer(s,&x);

                execute(i,p,x);

                BOLT:

                i = nexti;
            }

        }


        void moveexplosions()  // STATNUM 5
        {
            short i, j, k, nexti, sect, p;
            int l, x, *t;
            spritetype s;

            i = headspritestat[5];
            while(i >= 0)
            {
                nexti = nextspritestat[i];

                t = &hittype[i].temp_data[0];
                s = &sprite[i];
                sect = s.sectnum;

                if( sect < 0 || s.xrepeat == 0 ) KILLIT(i);

                hittype[i].bposx = s.x;
                hittype[i].bposy = s.y;
                hittype[i].bposz = s.z;

                switch(s.picnum)
                {
                    case NEON1:
                    case NEON2:
                    case NEON3:
                    case NEON4:
                    case NEON5:
                    case NEON6:

                        if( (global_random/(s.lotag+1)&31) > 4) s.shade = -127;
                        else s.shade = 127;
                        goto BOLT;

                    case BLOODSPLAT1:
                    case BLOODSPLAT2:
                    case BLOODSPLAT3:
                    case BLOODSPLAT4:

                        if( t[0] == 7*26 ) goto BOLT;
                        s.z += 16+(Duke3d.TRAND()&15);
                        t[0]++;
                        if( (t[0]%9) == 0 ) s.yrepeat++;
                        goto BOLT;

                    case NUKEBUTTON:
                    case NUKEBUTTON+1:
                    case NUKEBUTTON+2:
                    case NUKEBUTTON+3:

                        if(t[0])
                        {
                            t[0]++;
                            if(t[0] == 8) s.picnum = NUKEBUTTON+1;
                            else if(t[0] == 16)
                            {
                                s.picnum = NUKEBUTTON+2;
                                ps[sprite[s.owner].yvel].fist_incs = 1;
                            }
                            if( ps[sprite[s.owner].yvel].fist_incs == 26 )
                                s.picnum = NUKEBUTTON+3;
                        }
                        goto BOLT;

                    case FORCESPHERE:

                        l = s.xrepeat;
                        if(t[1] > 0)
                        {
                            t[1]--;
                            if(t[1] == 0)
                            {
                                KILLIT(i);
                            }
                        }
                        if(hittype[s.owner].temp_data[1] == 0)
                        {
                            if(t[0] < 64)
                            {
                                t[0]++;
                                l += 3;
                            }
                        }
                        else
                            if(t[0] > 64)
                            {
                                t[0]--;
                                l -= 3;
                            }

                        s.x = sprite[s.owner].x;
                        s.y = sprite[s.owner].y;
                        s.z = sprite[s.owner].z;
                        s.ang += hittype[s.owner].temp_data[0];

                        if(l > 64) l = 64;
                        else if(l < 1) l = 1;

                        s.xrepeat = l;
                        s.yrepeat = l;
                        s.shade = (l>>1)-48;

                        for(j=t[0];j > 0;j--)
                            ssp(i,CLIPMASK0);
                        goto BOLT;
                    case WATERSPLASH2:

                        t[0]++;
                        if(t[0] == 1 )
                        {
                            if(sector[sect].lotag != 1 && sector[sect].lotag != 2)
                                KILLIT(i);
        /*                    else
                            {
                                l = getflorzofslope(sect,s.x,s.y)-s.z;
                                if( l > (16<<8) ) KILLIT(i);
                            }
                            else */ if(Sound[ITEM_SPLASH].num == 0)
                                spritesound(ITEM_SPLASH,i);
                        }
                        if(t[0] == 3)
                        {
                            t[0] = 0;
                            t[1]++;
                        }
                        if(t[1] == 5)
                            deletesprite(i);
                        goto BOLT;

                    case FRAMEEFFECT1:

                        if(s.owner >= 0)
                        {
                            t[0]++;

                            if( t[0] > 7 )
                            {
                                KILLIT(i);
                            }
                            else if( t[0] > 4 )
                                s.cstat |= 512+2;
                            else if( t[0] > 2 )
                                s.cstat |= 2;
                            s.xoffset = sprite[s.owner].xoffset;
                            s.yoffset = sprite[s.owner].yoffset;
                        }
                        goto BOLT;
                    case INNERJAW:
                    case INNERJAW+1:

                        p = findplayer(s,&x);
                        if(x < 512)
                        {
                            ps[p].pals_time = 32;
                            ps[p].pals[0] = 32;
                            ps[p].pals[1] = 0;
                            ps[p].pals[2] = 0;
                            sprite[ps[p].i].extra -= 4;
                        }

                    case FIRELASER:
                        if(s.extra != 999)
                            s.extra = 999;
                        else KILLIT(i);
                        break;
                    case TONGUE:
                        KILLIT(i);
                    case MONEY+1:
                    case MAIL+1:
                    case PAPER+1:
                        hittype[i].floorz = s.z = getflorzofslope(s.sectnum,s.x,s.y);
                        break;
                    case MONEY:
                    case MAIL:
                    case PAPER:

                        s.xvel = (Duke3d.TRAND()&7)+(sintable[T1&2047]>>9);
                        T1 += (Duke3d.TRAND()&63);
                        if( (T1&2047) > 512 && (T1&2047) < 1596)
                        {
                            if(sector[sect].lotag == 2)
                            {
                                if(s.zvel < 64)
                                    s.zvel += (gc>>5)+(Duke3d.TRAND()&7);
                            }
                            else
                                if(s.zvel < 144)
                                    s.zvel += (gc>>5)+(Duke3d.TRAND()&7);
                        }

                        ssp(i,CLIPMASK0);

                        if( (Duke3d.TRAND()&3) == 0 )
                            setsprite(i,s.x,s.y,s.z);

                        if(s.sectnum == -1) KILLIT(i);
                        l = getflorzofslope(s.sectnum,s.x,s.y);

                        if( s.z > l )
                        {
                            s.z = l;

                            insertspriteq(i);
                            PN ++;

                            j = headspritestat[5];
                            while(j >= 0)
                            {
                                if(sprite[j].picnum == BLOODPOOL)
                                    if(ldist(s,&sprite[j]) < 348)
                                {
                                    s.pal = 2;
                                    break;
                                }
                                j = nextspritestat[j];
                            }
                        }

                        break;

                    case JIBS1:
                    case JIBS2:
                    case JIBS3:
                    case JIBS4:
                    case JIBS5:
                    case JIBS6:
                    case HEADJIB1:
                    case ARMJIB1:
                    case LEGJIB1:
                    case LIZMANHEAD1:
                    case LIZMANARM1:
                    case LIZMANLEG1:
                    case DUKETORSO:
                    case DUKEGUN:
                    case DUKELEG:

                        if(s.xvel > 0) s.xvel--;
                        else s.xvel = 0;

                        if( t[5] < 30*10 )
                            t[5]++;
                        else { KILLIT(i); }


                        if(s.zvel > 1024 && s.zvel < 1280)
                        {
                            setsprite(i,s.x,s.y,s.z);
                            sect = s.sectnum;
                        }

                        l = getflorzofslope(sect,s.x,s.y);
                        x = getceilzofslope(sect,s.x,s.y);
                        if(x == l || sect < 0 || sect >= MAXSECTORS) KILLIT(i);

                        if( s.z < l-(2<<8) )
                        {
                            if(t[1] < 2) t[1]++;
                            else if(sector[sect].lotag != 2)
                            {
                                t[1] = 0;
                                if( s.picnum == DUKELEG || s.picnum == DUKETORSO || s.picnum == DUKEGUN )
                                {
                                    if(t[0] > 6) t[0] = 0;
                                    else t[0]++;
                                }
                                else
                                {
                                    if(t[0] > 2)
                                        t[0] = 0;
                                    else t[0]++;
                                }
                            }

                            if(s.zvel < 6144)
                            {
                                if(sector[sect].lotag == 2)
                                {
                                    if(s.zvel < 1024)
                                        s.zvel += 48;
                                    else s.zvel = 1024;
                                }
                                else s.zvel += gc-50;
                            }

                            s.x += (s.xvel*sintable[(s.ang+512)&2047])>>14;
                            s.y += (s.xvel*sintable[s.ang&2047])>>14;
                            s.z += s.zvel;

                        }
                        else
                        {
                            if(t[2] == 0)
                            {
                                if( s.sectnum == -1) { KILLIT(i); }
                                if( (sector[s.sectnum].floorstat&2) ) { KILLIT(i); }
                                t[2]++;
                            }
                            l = getflorzofslope(s.sectnum,s.x,s.y);

                            s.z = l-(2<<8);
                            s.xvel = 0;

                            if(s.picnum == JIBS6)
                            {
                                t[1]++;
                                if( (t[1]&3) == 0 && t[0] < 7)
                                    t[0]++;
                                if(t[1] > 20) KILLIT(i);
                            }
                            else { s.picnum = JIBS6; t[0] = 0; t[1] = 0; }
                        }
                        goto BOLT;

                    case BLOODPOOL:
                    case PUKE:

                        if(t[0] == 0)
                        {
                            t[0] = 1;
                            if(sector[sect].floorstat&2) { KILLIT(i); }
                            else insertspriteq(i);
                        }

                        makeitfall(i);

                        p = findplayer(s,&x);

                        s.z = hittype[i].floorz-(FOURSLEIGHT);

                        if(t[2] < 32)
                        {
                            t[2]++;
                            if(hittype[i].picnum == TIRE)
                            {
                                if(s.xrepeat < 64 && s.yrepeat < 64)
                                {
                                    s.xrepeat += Duke3d.TRAND()&3;
                                    s.yrepeat += Duke3d.TRAND()&3;
                                }
                            }
                            else
                            {
                                if(s.xrepeat < 32 && s.yrepeat < 32)
                                {
                                    s.xrepeat += Duke3d.TRAND()&3;
                                    s.yrepeat += Duke3d.TRAND()&3;
                                }
                            }
                        }

                        if(x < 844 && s.xrepeat > 6 && s.yrepeat > 6)
                        {
                            if( s.pal == 0 && (Duke3d.TRAND()&255) < 16 && s.picnum != PUKE)
                            {
                                if(ps[p].boot_amount > 0)
                                    ps[p].boot_amount--;
                                else
                                {
                                    if(Sound[DUKE_intTERM_PAIN].num < 1)
                                        spritesound(DUKE_intTERM_PAIN,ps[p].i);
                                    sprite[ps[p].i].extra --;
                                    ps[p].pals_time = 32;
                                    ps[p].pals[0] = 16;
                                    ps[p].pals[1] = 0;
                                    ps[p].pals[2] = 0;
                                }
                            }

                            if(t[1] == 1) goto BOLT;
                            t[1] = 1;

                            if(hittype[i].picnum == TIRE)
                                ps[p].footprintcount = 10;
                            else ps[p].footprintcount = 3;

                            ps[p].footprintpal = s.pal;
                            ps[p].footprintshade = s.shade;

                            if(t[2] == 32)
                            {
                                s.xrepeat -= 6;
                                s.yrepeat -= 6;
                            }
                        }
                        else t[1] = 0;
                        goto BOLT;

                    case BURNING:
                    case BURNING2:
                    case FECES:
                    case WATERBUBBLE:
                    case SMALLSMOKE:
                    case EXPLOSION2:
                    case SHRINKEREXPLOSION:
                    case EXPLOSION2BOT:
                    case BLOOD:
                    case LASERSITE:
                    case FORCERIPPLE:
                    case TRANSPORTERSTAR:
                    case TRANSPORTERBEAM:
                        p = findplayer(s,&x);
                        execute(i,p,x);
                        goto BOLT;

                    case SHELL:
                    case SHOTGUNSHELL:

                        ssp(i,CLIPMASK0);

                        if(sect < 0 || ( sector[sect].floorz+(24<<8) ) < s.z ) KILLIT(i);

                        if(sector[sect].lotag == 2)
                        {
                            t[1]++;
                            if(t[1] > 8)
                            {
                                t[1] = 0;
                                t[0]++;
                                t[0] &= 3;
                            }
                            if(s.zvel < 128) s.zvel += (gc/13); // 8
                            else s.zvel -= 64;
                            if(s.xvel > 0)
                                s.xvel -= 4;
                            else s.xvel = 0;
                        }
                        else
                        {
                            t[1]++;
                            if(t[1] > 3)
                            {
                                t[1] = 0;
                                t[0]++;
                                t[0] &= 3;
                            }
                            if(s.zvel < 512) s.zvel += (gc/3); // 52;
                            if(s.xvel > 0)
                                s.xvel --;
                            else KILLIT(i);
                        }

                        goto BOLT;

                    case GLASSPIECES:
                    case GLASSPIECES+1:
                    case GLASSPIECES+2:

                        makeitfall(i);

                        if(s.zvel > 4096) s.zvel = 4096;
                        if(sect < 0) KILLIT(i);

                        if( s.z == hittype[i].floorz-(FOURSLEIGHT) && t[0] < 3)
                        {
                            s.zvel = -((3-t[0])<<8)-(Duke3d.TRAND()&511);
                            if(sector[sect].lotag == 2)
                                s.zvel >>= 1;
                            s.xrepeat >>= 1;
                            s.yrepeat >>= 1;
                            if( rnd(96) )
                              setsprite(i,s.x,s.y,s.z);
                            t[0]++;//Number of bounces
                        }
                        else if( t[0] == 3 ) KILLIT(i);

                        if(s.xvel > 0)
                        {
                            s.xvel -= 2;
                            s.cstat = ((s.xvel&3)<<2);
                        }
                        else s.xvel = 0;

                        ssp(i,CLIPMASK0);

                        goto BOLT;
                }

                IFWITHIN(SCRAP6,SCRAP5+3)
                {
                        if(s.xvel > 0)
                            s.xvel--;
                        else s.xvel = 0;

                        if(s.zvel > 1024 && s.zvel < 1280)
                        {
                            setsprite(i,s.x,s.y,s.z);
                            sect = s.sectnum;
                        }

                        if( s.z < sector[sect].floorz-(2<<8) )
                        {
                            if(t[1] < 1) t[1]++;
                            else
                            {
                                t[1] = 0;

                                if(s.picnum < SCRAP6+8)
                                {
                                    if(t[0] > 6)
                                        t[0] = 0;
                                    else t[0]++;
                                }
                                else
                                {
                                    if(t[0] > 2)
                                        t[0] = 0;
                                    else t[0]++;
                                }
                            }
                            if(s.zvel < 4096) s.zvel += gc-50;
                            s.x += (s.xvel*sintable[(s.ang+512)&2047])>>14;
                            s.y += (s.xvel*sintable[s.ang&2047])>>14;
                            s.z += s.zvel;
                        }
                        else
                        {
                            if(s.picnum == SCRAP1 && s.yvel > 0)
                            {
                                j = spawn(i,s.yvel);
                                setsprite(j,s.x,s.y,s.z);
                                getglobalz(j);
                                sprite[j].hitag = sprite[j].lotag = 0;
                            }
                            KILLIT(i);
                        }
                        goto BOLT;
                }

                BOLT:
                i = nexti;
            }
        }

        void moveeffectors()   //STATNUM 3
        {
            int q, l, m, x, st, j, *t;
            short i, k, nexti, nextk, p, sh, nextj;
            spritetype s;
            sectortype *sc;
            walltype *wal;

            fricxv = fricyv = 0;

            i = headspritestat[3];
            while(i >= 0)
            {
                nexti = nextspritestat[i];
                s = &sprite[i];

                sc = &sector[s.sectnum];
                st = s.lotag;
                sh = s.hitag;

                t = &hittype[i].temp_data[0];

                switch(st)
                {
                    case 0:
                    {
                        int zchange = 0;

                        zchange = 0;

                        j = s.owner;

                        if( sprite[j].lotag == (short) 65535 )
                            KILLIT(i);

                        q = sc.extra>>3;
                        l = 0;

                        if(sc.lotag == 30)
                        {
                            q >>= 2;

                            if( sprite[i].extra == 1 )
                            {
                                if(hittype[i].tempang < 256)
                                {
                                    hittype[i].tempang += 4;
                                    if(hittype[i].tempang >= 256)
                                        callsound(s.sectnum,i);
                                    if(s.clipdist) l = 1;
                                    else l = -1;
                                }
                                else hittype[i].tempang = 256;

                                if( sc.floorz > s.z ) //z's are touching
                                {
                                    sc.floorz -= 512;
                                    zchange = -512;
                                    if( sc.floorz < s.z )
                                        sc.floorz = s.z;
                                }

                                else if( sc.floorz < s.z ) //z's are touching
                                {
                                    sc.floorz += 512;
                                    zchange = 512;
                                    if( sc.floorz > s.z )
                                        sc.floorz = s.z;
                                }
                            }
                            else if(sprite[i].extra == 3)
                            {
                                if(hittype[i].tempang > 0)
                                {
                                    hittype[i].tempang -= 4;
                                    if(hittype[i].tempang <= 0)
                                        callsound(s.sectnum,i);
                                    if( s.clipdist ) l = -1;
                                    else l = 1;
                                }
                                else hittype[i].tempang = 0;

                                if( sc.floorz > T4 ) //z's are touching
                                {
                                    sc.floorz -= 512;
                                    zchange = -512;
                                    if( sc.floorz < T4 )
                                        sc.floorz = T4;
                                }

                                else if( sc.floorz < T4 ) //z's are touching
                                {
                                    sc.floorz += 512;
                                    zchange = 512;
                                    if( sc.floorz > T4 )
                                        sc.floorz = T4;
                                }
                            }

                            s.ang += (l*q);
                            t[2] += (l*q);
                        }
                        else
                        {
                            if( hittype[j].temp_data[0] == 0 ) break;
                            if( hittype[j].temp_data[0] == 2 ) KILLIT(i);

                            if( sprite[j].ang > 1024 )
                                l = -1;
                            else l = 1;
                            if( t[3] == 0 )
                                t[3] = ldist(s,&sprite[j]);
                            s.xvel = t[3];
                            s.x = sprite[j].x;
                            s.y = sprite[j].y;
                            s.ang += (l*q);
                            t[2] += (l*q);
                        }

                        if( l && (sc.floorstat&64) )
                        {
                            for(p=connecthead;p>=0;p=connectpoint2[p])
                            {
                                if( ps[p].cursectnum == s.sectnum && ps[p].on_ground == 1)
                                {

                                    ps[p].ang += (l*q);
                                    ps[p].ang &= 2047;

                                    ps[p].posz += zchange;

                                    rotatepoint( sprite[j].x,sprite[j].y,
                                        ps[p].posx,ps[p].posy,(q*l),
                                        &m,&x);

                                    ps[p].bobposx += m-ps[p].posx;
                                    ps[p].bobposy += x-ps[p].posy;

                                    ps[p].posx = m;
                                    ps[p].posy = x;

                                    if(sprite[ps[p].i].extra <= 0)
                                    {
                                        sprite[ps[p].i].x = m;
                                        sprite[ps[p].i].y = x;
                                    }
                                }
                            }

                            p = headspritesect[s.sectnum];
                            while(p >= 0)
                            {
                                if(sprite[p].statnum != 3 && sprite[p].statnum != 4)
                                    if( sprite[p].picnum != LASERLINE )
                                {
                                    if(sprite[p].picnum == APLAYER && sprite[p].owner >= 0)
                                    {
                                        p = nextspritesect[p];
                                        continue;
                                    }

                                    sprite[p].ang += (l*q);
                                    sprite[p].ang &= 2047;

                                    sprite[p].z += zchange;

                                    rotatepoint(sprite[j].x,sprite[j].y,
                                        sprite[p].x,sprite[p].y,(q*l),
                                        &sprite[p].x,&sprite[p].y);

                                }
                                p = nextspritesect[p];
                            }

                        }

                        ms(i);
                    }

                    break;
                    case 1: //Nothing for now used as the pivot
                        if(s.owner == -1) //Init
                        {
                            s.owner = i;

                            j = headspritestat[3];
                            while(j >= 0)
                            {
                                if( sprite[j].lotag == 19 && sprite[j].hitag == sh )
                                {
                                    t[0] = 0;
                                    break;
                                }
                                j = nextspritestat[j];
                            }
                        }

                        break;
                    case 6:
                        k = sc.extra;

                        if(t[4] > 0)
                        {
                            t[4]--;
                            if( t[4] >= (k-(k>>3)) )
                                s.xvel -= (k>>5);
                            if( t[4] > ((k>>1)-1) && t[4] < (k-(k>>3)) )
                                s.xvel = 0;
                            if( t[4] < (k>>1) )
                                s.xvel += (k>>5);
                            if( t[4] < ((k>>1)-(k>>3)) )
                            {
                                t[4] = 0;
                                s.xvel = k;
                            }
                        }
                        else s.xvel = k;

                        j = headspritestat[3];
                        while( j >= 0)
                        {
                            if( (sprite[j].lotag == 14) && (sh == sprite[j].hitag) && (hittype[j].temp_data[0] == t[0]) )
                            {
                                sprite[j].xvel = s.xvel;
        //                        if( t[4] == 1 )
                                {
                                    if(hittype[j].temp_data[5] == 0)
                                        hittype[j].temp_data[5] = dist(&sprite[j],s);
                                    x = sgn( dist(&sprite[j],s)-hittype[j].temp_data[5] );
                                    if(sprite[j].extra)
                                        x = -x;
                                    s.xvel += x;
                                }
                                hittype[j].temp_data[4] = t[4];
                            }
                            j = nextspritestat[j];
                        }
                        x = 0;


                    case 14:
                        if(s.owner==-1)
                            s.owner = LocateTheLocator((short)t[3],(short)t[0]);

                        if(s.owner == -1)
                        {
                            sprintf(tempbuf,"Could not find any locators for SE# 6 and 14 with a hitag of %ld.\n",t[3]);
                            gameexit(tempbuf);
                        }

                        j = ldist(&sprite[s.owner],s);

                        if( j < 1024L )
                        {
                            if(st==6)
                                if(sprite[s.owner].hitag&1)
                                    t[4]=sc.extra; //Slow it down
                            t[3]++;
                            s.owner = LocateTheLocator(t[3],t[0]);
                            if(s.owner==-1)
                            {
                                t[3]=0;
                                s.owner = LocateTheLocator(0,t[0]);
                            }
                        }

                        if(s.xvel)
                        {
                            x = getangle(sprite[s.owner].x-s.x,sprite[s.owner].y-s.y);
                            q = getincangle(s.ang,x)>>3;

                            t[2] += q;
                            s.ang += q;

                            if(s.xvel == sc.extra )
                            {
                                if( (sc.floorstat&1) == 0 && (sc.ceilingstat&1) == 0 )
                                {
                                    if( Sound[hittype[i].lastvx].num == 0 )
                                        spritesound(hittype[i].lastvx,i);
                                }
                                else if( ud.monsters_off == 0 && sc.floorpal == 0 && (sc.floorstat&1) && rnd(8) )
                                {
                                    p = findplayer(s,&x);
                                    if(x < 20480)
                                    {
                                        j = s.ang;
                                        s.ang = getangle(s.x-ps[p].posx,s.y-ps[p].posy);
                                        shoot(i,RPG);
                                        s.ang = j;
                                    }
                                }
                            }

                            if(s.xvel <= 64 && (sc.floorstat&1) == 0 && (sc.ceilingstat&1) == 0 )
                                stopsound(hittype[i].lastvx);

                            if( (sc.floorz-sc.ceilingz) < (108<<8) )
                            {
                                if(ud.clipping == 0 && s.xvel >= 192)
                                    for(p=connecthead;p>=0;p=connectpoint2[p])
                                        if(sprite[ps[p].i].extra > 0)
                                {
                                    k = ps[p].cursectnum;
                                    updatesector(ps[p].posx,ps[p].posy,&k);
                                    if( ( k == -1 && ud.clipping == 0 ) || ( k == s.sectnum && ps[p].cursectnum != s.sectnum ) )
                                    {
                                        ps[p].posx = s.x;
                                        ps[p].posy = s.y;
                                        ps[p].cursectnum = s.sectnum;

                                        setsprite(ps[p].i,s.x,s.y,s.z);
                                        quickkill(&ps[p]);
                                    }
                                }
                            }

                            m = (s.xvel*sintable[(s.ang+512)&2047])>>14;
                            x = (s.xvel*sintable[s.ang&2047])>>14;

                            for(p = connecthead;p >= 0;p=connectpoint2[p])
                               if(sector[ps[p].cursectnum].lotag != 2)
                            {
                                if(po[p].os == s.sectnum)
                                {
                                    po[p].ox += m;
                                    po[p].oy += x;
                                }

                                if(s.sectnum == sprite[ps[p].i].sectnum)
                                {
                                    rotatepoint(s.x,s.y,ps[p].posx,ps[p].posy,q,&ps[p].posx,&ps[p].posy);

                                    ps[p].posx += m;
                                    ps[p].posy += x;

                                    ps[p].bobposx += m;
                                    ps[p].bobposy += x;

                                    ps[p].ang += q;

                                    if(numplayers > 1)
                                    {
                                        ps[p].oposx = ps[p].posx;
                                        ps[p].oposy = ps[p].posy;
                                    }
                                    if( sprite[ps[p].i].extra <= 0 )
                                    {
                                        sprite[ps[p].i].x = ps[p].posx;
                                        sprite[ps[p].i].y = ps[p].posy;
                                    }
                                }
                            }
                            j = headspritesect[s.sectnum];
                            while(j >= 0)
                            {
                                if (sprite[j].statnum != 10 && sector[sprite[j].sectnum].lotag != 2 && sprite[j].picnum != SECTOREFFECTOR && sprite[j].picnum != LOCATORS )
                                {
                                    rotatepoint(s.x,s.y,
                                        sprite[j].x,sprite[j].y,q,
                                        &sprite[j].x,&sprite[j].y);

                                    sprite[j].x+= m;
                                    sprite[j].y+= x;

                                    sprite[j].ang+=q;

                                    if(numplayers > 1)
                                    {
                                        hittype[j].bposx = sprite[j].x;
                                        hittype[j].bposy = sprite[j].y;
                                    }
                                }
                                j = nextspritesect[j];
                            }

                            ms(i);
                            setsprite(i,s.x,s.y,s.z);

                            if( (sc.floorz-sc.ceilingz) < (108<<8) )
                            {
                                if(ud.clipping == 0 && s.xvel >= 192)
                                    for(p=connecthead;p>=0;p=connectpoint2[p])
                                        if(sprite[ps[p].i].extra > 0)
                                {
                                    k = ps[p].cursectnum;
                                    updatesector(ps[p].posx,ps[p].posy,&k);
                                    if( ( k == -1 && ud.clipping == 0 ) || ( k == s.sectnum && ps[p].cursectnum != s.sectnum ) )
                                    {
                                        ps[p].oposx = ps[p].posx = s.x;
                                        ps[p].oposy = ps[p].posy = s.y;
                                        ps[p].cursectnum = s.sectnum;

                                        setsprite(ps[p].i,s.x,s.y,s.z);
                                        quickkill(&ps[p]);
                                    }
                                }

                                j = headspritesect[sprite[OW].sectnum];
                                while(j >= 0)
                                {
                                    l = nextspritesect[j];
                                    if (sprite[j].statnum == 1 && badguy(&sprite[j]) && sprite[j].picnum != SECTOREFFECTOR && sprite[j].picnum != LOCATORS )
                                    {
                                        k = sprite[j].sectnum;
                                        updatesector(sprite[j].x,sprite[j].y,&k);
                                        if( sprite[j].extra >= 0 && k == s.sectnum )
                                        {
                                            gutsdir(&sprite[j],JIBS6,72,myconnectindex);
                                            spritesound(SQUISHED,i);
                                            deletesprite(j);
                                        }
                                    }
                                    j = l;
                                }
                            }
                        }

                        break;

                    case 30:
                        if(s.owner == -1)
                        {
                            t[3] = !t[3];
                            s.owner = LocateTheLocator(t[3],t[0]);
                        }
                        else
                        {

                            if(t[4] == 1) // Starting to go
                            {
                                if( ldist( &sprite[s.owner],s ) < (2048-128) )
                                    t[4] = 2;
                                else
                                {
                                    if(s.xvel == 0)
                                        operateactivators(s.hitag+(!t[3]),-1);
                                    if(s.xvel < 256)
                                        s.xvel += 16;
                                }
                            }
                            if(t[4] == 2)
                            {
                                l = FindDistance2D(sprite[s.owner].x-s.x,sprite[s.owner].y-s.y);

                                if(l <= 128)
                                    s.xvel = 0;

                                if( s.xvel > 0 )
                                    s.xvel -= 16;
                                else
                                {
                                    s.xvel = 0;
                                    operateactivators(s.hitag+(short)t[3],-1);
                                    s.owner = -1;
                                    s.ang += 1024;
                                    t[4] = 0;
                                    operateforcefields(i,s.hitag);

                                    j = headspritesect[s.sectnum];
                                    while(j >= 0)
                                    {
                                        if(sprite[j].picnum != SECTOREFFECTOR && sprite[j].picnum != LOCATORS )
                                        {
                                            hittype[j].bposx = sprite[j].x;
                                            hittype[j].bposy = sprite[j].y;
                                        }
                                        j = nextspritesect[j];
                                    }

                                }
                            }
                        }

                        if(s.xvel)
                        {
                            l = (s.xvel*sintable[(s.ang+512)&2047])>>14;
                            x = (s.xvel*sintable[s.ang&2047])>>14;

                            if( (sc.floorz-sc.ceilingz) < (108<<8) )
                                if(ud.clipping == 0)
                                    for(p=connecthead;p>=0;p=connectpoint2[p])
                                        if(sprite[ps[p].i].extra > 0)
                            {
                                k = ps[p].cursectnum;
                                updatesector(ps[p].posx,ps[p].posy,&k);
                                if( ( k == -1 && ud.clipping == 0 ) || ( k == s.sectnum && ps[p].cursectnum != s.sectnum ) )
                                {
                                    ps[p].posx = s.x;
                                    ps[p].posy = s.y;
                                    ps[p].cursectnum = s.sectnum;

                                    setsprite(ps[p].i,s.x,s.y,s.z);
                                    quickkill(&ps[p]);
                                }
                            }

                            for(p = connecthead;p >= 0;p = connectpoint2[p])
                            {
                                if( sprite[ps[p].i].sectnum == s.sectnum )
                                {
                                    ps[p].posx += l;
                                    ps[p].posy += x;

                                    if(numplayers > 1)
                                    {
                                        ps[p].oposx = ps[p].posx;
                                        ps[p].oposy = ps[p].posy;
                                    }

                                    ps[p].bobposx += l;
                                    ps[p].bobposy += x;
                                }

                                if( po[p].os == s.sectnum )
                                {
                                    po[p].ox += l;
                                    po[p].oy += x;
                                }
                            }

                            j = headspritesect[s.sectnum];
                            while(j >= 0)
                            {
                                if(sprite[j].picnum != SECTOREFFECTOR && sprite[j].picnum != LOCATORS )
                                {
                                    if(numplayers < 2)
                                    {
                                        hittype[j].bposx = sprite[j].x;
                                        hittype[j].bposy = sprite[j].y;
                                    }

                                    sprite[j].x += l;
                                    sprite[j].y += x;

                                    if(numplayers > 1)
                                    {
                                        hittype[j].bposx = sprite[j].x;
                                        hittype[j].bposy = sprite[j].y;
                                    }
                                }
                                j = nextspritesect[j];
                            }

                            ms(i);
                            setsprite(i,s.x,s.y,s.z);

                            if( (sc.floorz-sc.ceilingz) < (108<<8) )
                            {
                                if(ud.clipping == 0)
                                    for(p=connecthead;p>=0;p=connectpoint2[p])
                                        if(sprite[ps[p].i].extra > 0)
                                {
                                    k = ps[p].cursectnum;
                                    updatesector(ps[p].posx,ps[p].posy,&k);
                                    if( ( k == -1 && ud.clipping == 0 ) || ( k == s.sectnum && ps[p].cursectnum != s.sectnum ) )
                                    {
                                        ps[p].posx = s.x;
                                        ps[p].posy = s.y;

                                        ps[p].oposx = ps[p].posx;
                                        ps[p].oposy = ps[p].posy;

                                        ps[p].cursectnum = s.sectnum;

                                        setsprite(ps[p].i,s.x,s.y,s.z);
                                        quickkill(&ps[p]);
                                    }
                                }

                                j = headspritesect[sprite[OW].sectnum];
                                while(j >= 0)
                                {
                                    l = nextspritesect[j];
                                    if (sprite[j].statnum == 1 && badguy(&sprite[j]) && sprite[j].picnum != SECTOREFFECTOR && sprite[j].picnum != LOCATORS )
                                    {
                    //                    if(sprite[j].sectnum != s.sectnum)
                                        {
                                            k = sprite[j].sectnum;
                                            updatesector(sprite[j].x,sprite[j].y,&k);
                                            if( sprite[j].extra >= 0 && k == s.sectnum )
                                            {
                                                gutsdir(&sprite[j],JIBS6,24,myconnectindex);
                                                spritesound(SQUISHED,j);
                                                deletesprite(j);
                                            }
                                        }

                                    }
                                    j = l;
                                }
                            }
                        }

                        break;


                    case 2://Quakes
                        if(t[4] > 0 && t[0] == 0 )
                        {
                            if( t[4] < sh )
                                t[4]++;
                            else t[0] = 1;
                        }

                        if(t[0] > 0)
                        {
                            t[0]++;

                            s.xvel = 3;

                            if(t[0] > 96)
                            {
                                t[0] = -1; //Stop the quake
                                t[4] = -1;
                                KILLIT(i);
                            }
                            else
                            {
                                if( (t[0]&31) ==  8 )
                                {
                                    earthquaketime = 48;
                                    spritesound(EARTHQUAKE,ps[screenpeek].i);
                                }

                                if( klabs( sc.floorheinum-t[5] ) < 8 )
                                    sc.floorheinum = t[5];
                                else sc.floorheinum += ( sgn(t[5]-sc.floorheinum)<<4 );
                            }

                            m = (s.xvel*sintable[(s.ang+512)&2047])>>14;
                            x = (s.xvel*sintable[s.ang&2047])>>14;


                            for(p=connecthead;p>=0;p=connectpoint2[p])
                                if(ps[p].cursectnum == s.sectnum && ps[p].on_ground)
                                {
                                    ps[p].posx += m;
                                    ps[p].posy += x;

                                    ps[p].bobposx += m;
                                    ps[p].bobposy += x;
                                }

                            j = headspritesect[s.sectnum];
                            while(j >= 0)
                            {
                                nextj = nextspritesect[j];

                                if (sprite[j].picnum != SECTOREFFECTOR)
                                {
                                    sprite[j].x+=m;
                                    sprite[j].y+=x;
                                    setsprite(j,sprite[j].x,sprite[j].y,sprite[j].z);
                                }
                                j = nextj;
                            }
                            ms(i);
                            setsprite(i,s.x,s.y,s.z);
                        }
                        break;

                    //Flashing sector lights after reactor EXPLOSION2

                    case 3:

                        if( t[4] == 0 ) break;
                        p = findplayer(s,&x);

                    //    if(t[5] > 0) { t[5]--; break; }

                        if( (global_random/(sh+1)&31) < 4 && !t[2])
                        {
                     //       t[5] = 4+(global_random&7);
                            sc.ceilingpal = s.owner>>8;
                            sc.floorpal = s.owner&0xff;
                            t[0] = s.shade + (global_random&15);
                        }
                        else
                        {
                     //       t[5] = 4+(global_random&3);
                            sc.ceilingpal = s.pal;
                            sc.floorpal = s.pal;
                            t[0] = t[3];
                        }

                        sc.ceilingshade = t[0];
                        sc.floorshade = t[0];

                        wal = &wall[sc.wallptr];

                        for(x=sc.wallnum;x > 0;x--,wal++)
                        {
                            if( wal.hitag != 1 )
                            {
                                wal.shade = t[0];
                                if((wal.cstat&2) && wal.nextwall >= 0)
                                {
                                    wall[wal.nextwall].shade = wal.shade;
                                }
                            }
                        }

                        break;

                    case 4:

                        if((global_random/(sh+1)&31) < 4 )
                        {
                            t[1] = s.shade + (global_random&15);//Got really bright
                            t[0] = s.shade + (global_random&15);
                            sc.ceilingpal = s.owner>>8;
                            sc.floorpal = s.owner&0xff;
                            j = 1;
                        }
                        else
                        {
                            t[1] = t[2];
                            t[0] = t[3];

                            sc.ceilingpal = s.pal;
                            sc.floorpal = s.pal;

                            j = 0;
                        }

                        sc.floorshade = t[1];
                        sc.ceilingshade = t[1];

                        wal = &wall[sc.wallptr];

                        for(x=sc.wallnum;x > 0; x--,wal++)
                        {
                            if(j) wal.pal = (s.owner&0xff);
                            else wal.pal = s.pal;

                            if( wal.hitag != 1 )
                            {
                                wal.shade = t[0];
                                if((wal.cstat&2) && wal.nextwall >= 0)
                                    wall[wal.nextwall].shade = wal.shade;
                            }
                        }

                        j = headspritesect[SECT];
                        while(j >= 0)
                        {
                            if(sprite[j].cstat&16)
                            {
                                if (sc.ceilingstat&1)
                                    sprite[j].shade = sc.ceilingshade;
                                else sprite[j].shade = sc.floorshade;
                            }

                            j = nextspritesect[j];
                        }

                        if(t[4]) KILLIT(i);

                        break;

                    //BOSS
                    case 5:
                        p = findplayer(s,&x);
                        if(x < 8192)
                        {
                            j = s.ang;
                            s.ang = getangle(s.x-ps[p].posx,s.y-ps[p].posy);
                            shoot(i,FIRELASER);
                            s.ang = j;
                        }

                        if(s.owner==-1) //Start search
                        {
                            t[4]=0;
                            l = 0x7fffffff;
                            while(1) //Find the shortest dist
                            {
                                s.owner = LocateTheLocator((short)t[4],-1); //t[0] hold sectnum

                                if(s.owner==-1) break;

                                m = ldist(&sprite[ps[p].i],&sprite[s.owner]);

                                if(l > m)
                                {
                                    q = s.owner;
                                    l = m;
                                }

                                t[4]++;
                            }

                            s.owner = q;
                            s.zvel = ksgn(sprite[q].z-s.z)<<4;
                        }

                        if(ldist(&sprite[s.owner],s) < 1024)
                        {
                            short ta;
                            ta = s.ang;
                            s.ang = getangle(ps[p].posx-s.x,ps[p].posy-s.y);
                            s.ang = ta;
                            s.owner = -1;
                            goto BOLT;

                        }
                        else s.xvel=256;

                        x = getangle(sprite[s.owner].x-s.x,sprite[s.owner].y-s.y);
                        q = getincangle(s.ang,x)>>3;
                        s.ang += q;
                
                        if(rnd(32))
                        {
                            t[2]+=q;
                            sc.ceilingshade = 127;
                        }
                        else
                        {
                            t[2] +=
                                getincangle(t[2]+512,getangle(ps[p].posx-s.x,ps[p].posy-s.y))>>2;
                            sc.ceilingshade = 0;
                        }
                        IFHIT
                        {
                            t[3]++;
                            if(t[3] == 5)
                            {
                                s.zvel += 1024;
                                FTA(7,&ps[myconnectindex]);
                            }
                        }

                        s.z += s.zvel;
                        sc.ceilingz += s.zvel;
                        sector[t[0]].ceilingz += s.zvel;
                        ms(i);
                        setsprite(i,s.x,s.y,s.z);
                        break;

            
                    case 8:
                    case 9:

                        // work only if its moving

                        j = -1;

                        if(hittype[i].temp_data[4])
                        {
                            hittype[i].temp_data[4]++;
                            if( hittype[i].temp_data[4] > 8 ) KILLIT(i);
                            j = 1;
                        }
                        else j = getanimationgoal(&sc.ceilingz);

                        if( j >= 0 )
                        {
                            short sn;

                            if( (sc.lotag&0x8000) || hittype[i].temp_data[4] )
                                x = -t[3];
                            else
                                x = t[3];

                            if ( st == 9 ) x = -x;

                            j = headspritestat[3];
                            while(j >= 0)
                            {
                                if( ((sprite[j].lotag) == st ) && (sprite[j].hitag) == sh )
                                {
                                    sn = sprite[j].sectnum;
                                    m = sprite[j].shade;

                                    wal = &wall[sector[sn].wallptr];

                                    for(l=sector[sn].wallnum;l>0;l--,wal++)
                                    {
                                        if( wal.hitag != 1 )
                                        {
                                            wal.shade+=x;

                                            if(wal.shade < m)
                                                wal.shade = m;
                                            else if(wal.shade > hittype[j].temp_data[2])
                                                wal.shade = hittype[j].temp_data[2];

                                            if(wal.nextwall >= 0)
                                                if(wall[wal.nextwall].hitag != 1)
                                                    wall[wal.nextwall].shade = wal.shade;
                                        }
                                    }

                                    sector[sn].floorshade   += x;
                                    sector[sn].ceilingshade += x;

                                    if(sector[sn].floorshade < m)
                                        sector[sn].floorshade = m;
                                    else if(sector[sn].floorshade > hittype[j].temp_data[0])
                                        sector[sn].floorshade = hittype[j].temp_data[0];

                                    if(sector[sn].ceilingshade < m)
                                        sector[sn].ceilingshade = m;
                                    else if(sector[sn].ceilingshade > hittype[j].temp_data[1])
                                        sector[sn].ceilingshade = hittype[j].temp_data[1];

                                }
                                j = nextspritestat[j];
                            }
                        }
                        break;
                    case 10:

                        if( (sc.lotag&0xff) == 27 || ( sc.floorz > sc.ceilingz && (sc.lotag&0xff) != 23 ) || sc.lotag == (short) 32791 )
                        {
                            j = 1;

                            if( (sc.lotag&0xff) != 27)
                                for(p=connecthead;p>=0;p=connectpoint2[p])
                                    if( sc.lotag != 30 && sc.lotag != 31 && sc.lotag != 0 )
                                        if(s.sectnum == sprite[ps[p].i].sectnum)
                                            j = 0;

                            if(j == 1)
                            {
                                if(t[0] > sh )
                                    switch(sector[s.sectnum].lotag)
                                    {
                                        case 20:
                                        case 21:
                                        case 22:
                                        case 26:
                                          if( getanimationgoal(&sector[s.sectnum].ceilingz) >= 0 )
                                              break;
                                        default:
                                          activatebysector(s.sectnum,i);
                                          t[0] = 0;
                                          break;
                                    }
                                else t[0]++;
                            }
                        }
                        else t[0]=0;
                        break;
                    case 11: //Swingdoor

                        if( t[5] > 0)
                        {
                            t[5]--;
                            break;
                        }

                        if( t[4] )
                        {
                            short startwall,endwall;

                            startwall = sc.wallptr;
                            endwall = startwall+sc.wallnum;

                            for(j=startwall;j<endwall;j++)
                            {
                                k = headspritestat[1];
                                while(k >= 0)
                                {
                                    if( sprite[k].extra > 0 && badguy(&sprite[k]) && clipinsidebox(sprite[k].x,sprite[k].y,j,256L) == 1 )
                                        goto BOLT;
                                    k = nextspritestat[k];
                                }

                                k = headspritestat[10];
                                while(k >= 0)
                                {
                                    if( sprite[k].owner >= 0 && clipinsidebox(sprite[k].x,sprite[k].y,j,144L) == 1 )
                                    {
                                        t[5] = 8; // Delay
                                        k = (SP>>3)*t[3];
                                        t[2]-=k;
                                        t[4]-=k;
                                        ms(i);
                                        setsprite(i,s.x,s.y,s.z);
                                        goto BOLT;
                                    }
                                    k = nextspritestat[k];
                                }
                            }

                            k = (SP>>3)*t[3];
                            t[2]+=k;
                            t[4]+=k;
                            ms(i);
                            setsprite(i,s.x,s.y,s.z);

                            if(t[4] <= -511 || t[4] >= 512)
                            {
                                t[4] = 0;
                                t[2] &= 0xffffff00;
                                ms(i);
                                setsprite(i,s.x,s.y,s.z);
                                break;
                            }
                        }
                        break;
                    case 12:
                        if( t[0] == 3 || t[3] == 1 ) //Lights going off
                        {
                            sc.floorpal = 0;
                            sc.ceilingpal = 0;

                            wal = &wall[sc.wallptr];
                            for(j = sc.wallnum;j > 0; j--, wal++)
                                if(wal.hitag != 1)
                                {
                                    wal.shade = t[1];
                                    wal.pal = 0;
                                }

                            sc.floorshade = t[1];
                            sc.ceilingshade = t[2];
                            t[0]=0;

                            j = headspritesect[SECT];
                            while(j >= 0)
                            {
                                if(sprite[j].cstat&16)
                                {
                                    if (sc.ceilingstat&1)
                                        sprite[j].shade = sc.ceilingshade;
                                    else sprite[j].shade = sc.floorshade;
                                }
                                j = nextspritesect[j];

                            }

                            if(t[3] == 1) KILLIT(i);
                        }
                        if( t[0] == 1 ) //Lights flickering on
                        {
                            if( sc.floorshade > s.shade )
                            {
                                sc.floorpal = s.pal;
                                sc.ceilingpal = s.pal;

                                sc.floorshade -= 2;
                                sc.ceilingshade -= 2;

                                wal = &wall[sc.wallptr];
                                for(j=sc.wallnum;j>0;j--,wal++)
                                    if(wal.hitag != 1)
                                    {
                                        wal.pal = s.pal;
                                        wal.shade -= 2;
                                    }
                            }
                            else t[0] = 2;

                            j = headspritesect[SECT];
                            while(j >= 0)
                            {
                                if(sprite[j].cstat&16)
                                {
                                    if (sc.ceilingstat&1)
                                        sprite[j].shade = sc.ceilingshade;
                                    else sprite[j].shade = sc.floorshade;
                                }
                                j = nextspritesect[j];
                            }
                        }
                        break;


                    case 13:
                        if( t[2] )
                        {
                            j = (SP<<5)|1;

                            if( s.ang == 512 )
                            {
                                if( s.owner )
                                {
                                    if( klabs(t[0]-sc.ceilingz) >= j )
                                        sc.ceilingz += sgn(t[0]-sc.ceilingz)*j;
                                    else sc.ceilingz = t[0];
                                }
                                else
                                {
                                    if( klabs(t[1]-sc.floorz) >= j )
                                        sc.floorz += sgn(t[1]-sc.floorz)*j;
                                    else sc.floorz = t[1];
                                }
                            }
                            else
                            {
                                if( klabs(t[1]-sc.floorz) >= j )
                                    sc.floorz += sgn(t[1]-sc.floorz)*j;
                                else sc.floorz = t[1];
                                if( klabs(t[0]-sc.ceilingz) >= j )
                                    sc.ceilingz += sgn(t[0]-sc.ceilingz)*j;
                                sc.ceilingz = t[0];
                            }

                            if( t[3] == 1 )
                            {
                                //Change the shades

                                t[3]++;
                                sc.ceilingstat ^= 1;

                                if(s.ang == 512)
                                {
                                    wal = &wall[sc.wallptr];
                                    for(j=sc.wallnum;j>0;j--,wal++)
                                        wal.shade = s.shade;

                                    sc.floorshade = s.shade;

                                    if(ps[0].one_parallax_sectnum >= 0)
                                    {
                                        sc.ceilingpicnum =
                                            sector[ps[0].one_parallax_sectnum].ceilingpicnum;
                                        sc.ceilingshade  =
                                            sector[ps[0].one_parallax_sectnum].ceilingshade;
                                    }
                                }
                            }
                            t[2]++;
                            if(t[2] > 256)
                                KILLIT(i);
                        }


                        if( t[2] == 4 && s.ang != 512)
                            for(x=0;x<7;x++) RANDOMSCRAP;
                        break;


                    case 15:

                        if(t[4])
                        {
                            s.xvel = 16;

                            if(t[4] == 1) //Opening
                            {
                                if( t[3] >= (SP>>3) )
                                {
                                    t[4] = 0; //Turn off the sliders
                                    callsound(s.sectnum,i);
                                    break;
                                }
                                t[3]++;
                            }
                            else if(t[4] == 2)
                            {
                                if(t[3]<1)
                                {
                                    t[4] = 0;
                                    callsound(s.sectnum,i);
                                    break;
                                }
                                t[3]--;
                            }

                            ms(i);
                            setsprite(i,s.x,s.y,s.z);
                        }
                        break;

                    case 16: //Reactor

                        t[2]+=32;
                        if(sc.floorz<sc.ceilingz) s.shade=0;

                        else if( sc.ceilingz < t[3] )
                        {

                            //The following code check to see if
                            //there is any other sprites in the sector.
                            //If there isn't, then kill this sectoreffector
                            //itself.....

                            j = headspritesect[s.sectnum];
                            while(j >= 0)
                            {
                                if(sprite[j].picnum == REACTOR || sprite[j].picnum == REACTOR2)
                                    break;
                                j = nextspritesect[j];
                            }
                            if(j == -1) { KILLIT(i); }
                            else s.shade=1;
                        }

                        if(s.shade) sc.ceilingz+=1024;
                        else sc.ceilingz-=512;

                        ms(i);
                        setsprite(i,s.x,s.y,s.z);

                        break;

                    case 17:

                        q = t[0]*(SP<<2);

                        sc.ceilingz += q;
                        sc.floorz += q;

                        j = headspritesect[s.sectnum];
                        while(j >= 0)
                        {
                            if(sprite[j].statnum == 10 && sprite[j].owner >= 0)
                            {
                                p = sprite[j].yvel;
                                if(numplayers < 2)
                                    ps[p].oposz = ps[p].posz;
                                ps[p].posz += q;
                                ps[p].truefz += q;
                                ps[p].truecz += q;
                                if(numplayers > 1)
                                    ps[p].oposz = ps[p].posz;
                            }
                            if( sprite[j].statnum != 3 )
                            {
                                hittype[j].bposz = sprite[j].z;
                                sprite[j].z += q;
                            }

                            hittype[j].floorz = sc.floorz;
                            hittype[j].ceilingz = sc.ceilingz;

                            j = nextspritesect[j];
                        }

                        if( t[0] )                if(t[0]) //If in motion
                        {
                            if( klabs(sc.floorz-t[2]) <= SP)
                            {
                                activatewarpelevators(i,0);
                                break;
                            }

                            if(t[0]==-1)
                            {
                                if( sc.floorz > t[3] )
                                    break;
                            }
                            else if( sc.ceilingz < t[4] ) break;

                            if( t[1] == 0 ) break;
                            t[1] = 0;

                            j = headspritestat[3];
                            while(j >= 0)
                            {
                                        if( i != j && (sprite[j].lotag) == 17)
                                            if( (sc.hitag-t[0]) ==
                                                (sector[sprite[j].sectnum].hitag)
                                                && sh == (sprite[j].hitag))
                                                    break;
                                        j = nextspritestat[j];
                            }

                            if(j == -1) break;

                            k = headspritesect[s.sectnum];
                            while(k >= 0)
                            {
                                nextk = nextspritesect[k];

                                if(sprite[k].statnum == 10 && sprite[k].owner >= 0)
                                {
                                    p = sprite[k].yvel;

                                    ps[p].posx += sprite[j].x-s.x;
                                    ps[p].posy += sprite[j].y-s.y;
                                    ps[p].posz = sector[sprite[j].sectnum].floorz-(sc.floorz-ps[p].posz);

                                    hittype[k].floorz = sector[sprite[j].sectnum].floorz;
                                    hittype[k].ceilingz = sector[sprite[j].sectnum].ceilingz;

                                    ps[p].bobposx = ps[p].oposx = ps[p].posx;
                                    ps[p].bobposy = ps[p].oposy = ps[p].posy;
                                    ps[p].oposz = ps[p].posz;

                                    ps[p].truefz = hittype[k].floorz;
                                    ps[p].truecz = hittype[k].ceilingz;
                                    ps[p].bobcounter = 0;

                                    changespritesect(k,sprite[j].sectnum);
                                    ps[p].cursectnum = sprite[j].sectnum;
                                }
                                else if( sprite[k].statnum != 3 )
                                {
                                    sprite[k].x +=
                                        sprite[j].x-s.x;
                                    sprite[k].y +=
                                        sprite[j].y-s.y;
                                    sprite[k].z = sector[sprite[j].sectnum].floorz-
                                        (sc.floorz-sprite[k].z);

                                    hittype[k].bposx = sprite[k].x;
                                    hittype[k].bposy = sprite[k].y;
                                    hittype[k].bposz = sprite[k].z;

                                    changespritesect(k,sprite[j].sectnum);
                                    setsprite(k,sprite[k].x,sprite[k].y,sprite[k].z);

                                    hittype[k].floorz = sector[sprite[j].sectnum].floorz;
                                    hittype[k].ceilingz = sector[sprite[j].sectnum].ceilingz;

                                }
                                k = nextk;
                            }
                        }
                        break;

                    case 18:
                        if(t[0])
                        {
                            if(s.pal)
                            {
                                if(s.ang == 512)
                                {
                                    sc.ceilingz -= sc.extra;
                                    if(sc.ceilingz <= t[1])
                                    {
                                        sc.ceilingz = t[1];
                                        KILLIT(i);
                                    }
                                }
                                else
                                {
                                    sc.floorz += sc.extra;
                                        j = headspritesect[s.sectnum];
                                        while(j >= 0)
                                        {
                                            if(sprite[j].picnum == APLAYER && sprite[j].owner >= 0)
                                                if( ps[sprite[j].yvel].on_ground == 1 )
                                                    ps[sprite[j].yvel].posz += sc.extra;
                                            if( sprite[j].zvel == 0 && sprite[j].statnum != 3 && sprite[j].statnum != 4)
                                            {
                                                hittype[j].bposz = sprite[j].z += sc.extra;
                                                hittype[j].floorz = sc.floorz;
                                            }
                                            j = nextspritesect[j];
                                        }
                                    if(sc.floorz >= t[1])
                                    {
                                        sc.floorz = t[1];
                                        KILLIT(i);
                                    }
                                }
                            }
                            else
                            {
                                if(s.ang == 512)
                                {
                                    sc.ceilingz += sc.extra;
                                    if(sc.ceilingz >= s.z)
                                    {
                                        sc.ceilingz = s.z;
                                        KILLIT(i);
                                    }
                                }
                                else
                                {
                                    sc.floorz -= sc.extra;
                                        j = headspritesect[s.sectnum];
                                        while(j >= 0)
                                        {
                                            if(sprite[j].picnum == APLAYER && sprite[j].owner >= 0)
                                                if( ps[sprite[j].yvel].on_ground == 1 )
                                                    ps[sprite[j].yvel].posz -= sc.extra;
                                            if( sprite[j].zvel == 0 && sprite[j].statnum != 3 && sprite[j].statnum != 4)
                                            {
                                                hittype[j].bposz = sprite[j].z -= sc.extra;
                                                hittype[j].floorz = sc.floorz;
                                            }
                                            j = nextspritesect[j];
                                        }
                                    if(sc.floorz <= s.z)
                                    {
                                        sc.floorz = s.z;
                                        KILLIT(i);
                                    }
                                }
                            }

                            t[2]++;
                            if(t[2] >= s.hitag)
                            {
                                t[2] = 0;
                                t[0] = 0;
                            }
                        }
                        break;

                    case 19: //Battlestar galactia shields

                        if(t[0])
                        {
                            if(t[0] == 1)
                            {
                                t[0]++;
                                x = sc.wallptr;
                                q = x+sc.wallnum;
                                for(j=x;j<q;j++)
                                    if(wall[j].overpicnum == BIGFORCE)
                                    {
                                        wall[j].cstat &= (128+32+8+4+2);
                                        wall[j].overpicnum = 0;
                                        if(wall[j].nextwall >= 0)
                                        {
                                            wall[wall[j].nextwall].overpicnum = 0;
                                            wall[wall[j].nextwall].cstat &= (128+32+8+4+2);
                                        }
                                    }
                            }

                            if(sc.ceilingz < sc.floorz)
                                sc.ceilingz += SP;
                            else
                            {
                                sc.ceilingz = sc.floorz;

                                j = headspritestat[3];
                                while(j >= 0)
                                {
                                    if(sprite[j].lotag == 0 && sprite[j].hitag==sh)
                                    {
                                        q = sprite[sprite[j].owner].sectnum;
                                        sector[sprite[j].sectnum].floorpal = sector[sprite[j].sectnum].ceilingpal =
                                                sector[q].floorpal;
                                        sector[sprite[j].sectnum].floorshade = sector[sprite[j].sectnum].ceilingshade =
                                            sector[q].floorshade;

                                        hittype[sprite[j].owner].temp_data[0] = 2;
                                    }
                                    j = nextspritestat[j];
                                }
                                KILLIT(i);
                            }
                        }
                        else //Not hit yet
                        {
                            IFHITSECT
                            {
                                FTA(8,&ps[myconnectindex]);

                                l = headspritestat[3];
                                while(l >= 0)
                                {
                                    x = sprite[l].lotag&0x7fff;
                                    switch( x )
                                    {
                                        case 0:
                                            if(sprite[l].hitag == sh)
                                            {
                                                q = sprite[l].sectnum;
                                                sector[q].floorshade =
                                                    sector[q].ceilingshade =
                                                        sprite[sprite[l].owner].shade;
                                                sector[q].floorpal =
                                                    sector[q].ceilingpal =
                                                        sprite[sprite[l].owner].pal;
                                            }
                                            break;

                                        case 1:
                                        case 12:
        //                                case 18:
                                        case 19:

                                            if( sh == sprite[l].hitag )
                                                if( hittype[l].temp_data[0] == 0 )
                                                {
                                                    hittype[l].temp_data[0] = 1; //Shut them all on
                                                    sprite[l].owner = i;
                                                }

                                            break;
                                    }
                                    l = nextspritestat[l];
                                }
                            }
                        }

                        break;

                    case 20: //Extend-o-bridge

                        if( t[0] == 0 ) break;
                        if( t[0] == 1 ) s.xvel = 8;
                        else s.xvel = -8;

                        if( s.xvel ) //Moving
                        {
                            x = (s.xvel*sintable[(s.ang+512)&2047])>>14;
                            l = (s.xvel*sintable[s.ang&2047])>>14;

                            t[3] += s.xvel;

                            s.x += x;
                            s.y += l;

                            if( t[3] <= 0 || (t[3]>>6) >= (SP>>6) )
                            {
                                s.x -= x;
                                s.y -= l;
                                t[0] = 0;
                                callsound(s.sectnum,i);
                                break;
                            }

                            j = headspritesect[s.sectnum];
                            while(j >= 0)
                            {
                                nextj = nextspritesect[j];

                                if( sprite[j].statnum != 3 && sprite[j].zvel == 0)
                                {
                                    sprite[j].x += x;
                                    sprite[j].y += l;
                                    setsprite(j,sprite[j].x,sprite[j].y,sprite[j].z);
                                    if( sector[sprite[j].sectnum].floorstat&2 )
                                        if(sprite[j].statnum == 2)
                                            makeitfall(j);
                                }
                                j = nextj;
                            }

                            dragpoint((short)t[1],wall[t[1]].x+x,wall[t[1]].y+l);
                            dragpoint((short)t[2],wall[t[2]].x+x,wall[t[2]].y+l);

                            for(p=connecthead;p>=0;p=connectpoint2[p])
                                if(ps[p].cursectnum == s.sectnum && ps[p].on_ground)
                                {
                                    ps[p].posx += x;
                                    ps[p].posy += l;

                                    ps[p].oposx = ps[p].posx;
                                    ps[p].oposy = ps[p].posy;

                                    setsprite(ps[p].i,ps[p].posx,ps[p].posy,ps[p].posz+PHEIGHT);
                                }

                            sc.floorxpanning-=x>>3;
                            sc.floorypanning-=l>>3;

                            sc.ceilingxpanning-=x>>3;
                            sc.ceilingypanning-=l>>3;
                        }

                        break;

                    case 21: // Cascading effect

                        if( t[0] == 0 ) break;

                        if( s.ang == 1536 )
                            l = (int) &sc.ceilingz;
                        else
                            l = (int) &sc.floorz;

                        if( t[0] == 1 ) //Decide if the s.sectnum should go up or down
                        {
                            s.zvel = ksgn(s.z-*(int *)l) * (SP<<4);
                            t[0]++;
                        }

                        if( sc.extra == 0 )
                        {
                            *(int *)l += s.zvel;

                            if(klabs(*(int *)l-s.z) < 1024)
                            {
                                *(int *)l = s.z;
                                KILLIT(i); //All done
                            }
                        }
                        else sc.extra--;
                        break;

                    case 22:

                        if( t[1] )
                        {
                            if(getanimationgoal(&sector[t[0]].ceilingz) >= 0)
                                sc.ceilingz += sc.extra*9;
                            else t[1] = 0;
                        }
                        break;

                    case 24:
                    case 34:

                        if(t[4]) break;

                        x = (SP*sintable[(s.ang+512)&2047])>>18;
                        l = (SP*sintable[s.ang&2047])>>18;

                        k = 0;

                        j = headspritesect[s.sectnum];
                        while(j >= 0)
                        {
                            nextj = nextspritesect[j];
                            if(sprite[j].zvel >= 0)
                                switch(sprite[j].statnum)
                            {
                                case 5:
                                    switch(sprite[j].picnum)
                                    {
                                        case BLOODPOOL:
                                        case PUKE:
                                        case FOOTPRINTS:
                                        case FOOTPRINTS2:
                                        case FOOTPRINTS3:
                                        case FOOTPRINTS4:
                                        case BULLETHOLE:
                                        case BLOODSPLAT1:
                                        case BLOODSPLAT2:
                                        case BLOODSPLAT3:
                                        case BLOODSPLAT4:
                                            sprite[j].xrepeat = sprite[j].yrepeat = 0;
                                            j = nextj;
                                            continue;
                                        case LASERLINE:
                                            j = nextj;
                                            continue;
                                    }
                                case 6:
                                    if(sprite[j].picnum == TRIPBOMB) break;
                                case 1:
                                case 0:
                                    if(
                                        sprite[j].picnum == BOLT1 ||
                                        sprite[j].picnum == BOLT1+1 ||
                                        sprite[j].picnum == BOLT1+2 ||
                                        sprite[j].picnum == BOLT1+3 ||
                                        sprite[j].picnum == SIDEBOLT1 ||
                                        sprite[j].picnum == SIDEBOLT1+1 ||
                                        sprite[j].picnum == SIDEBOLT1+2 ||
                                        sprite[j].picnum == SIDEBOLT1+3 ||
                                        wallswitchcheck(j)
                                      )
                                      break;

                                    if( !(sprite[j].picnum >= CRANE && sprite[j].picnum <= (CRANE+3)))
                                    {
                                        if( sprite[j].z > (hittype[j].floorz-(16<<8)) )
                                        {
                                            hittype[j].bposx = sprite[j].x;
                                            hittype[j].bposy = sprite[j].y;

                                            sprite[j].x += x>>2;
                                            sprite[j].y += l>>2;

                                            setsprite(j,sprite[j].x,sprite[j].y,sprite[j].z);

                                            if( sector[sprite[j].sectnum].floorstat&2 )
                                                if(sprite[j].statnum == 2)
                                                    makeitfall(j);
                                        }
                                    }
                                    break;
                            }
                            j = nextj;
                        }

                        p = myconnectindex;
                        if(ps[p].cursectnum == s.sectnum && ps[p].on_ground)
                            if( klabs(ps[p].posz-ps[p].truefz) < PHEIGHT+(9<<8) )
                        {
                            fricxv += x<<3;
                            fricyv += l<<3;
                        }

                        sc.floorxpanning += SP>>7;

                    break;

                    case 35:
                        if(sc.ceilingz > s.z)
                            for(j = 0;j < 8;j++)
                        {
                            s.ang += Duke3d.TRAND()&511;
                            k = spawn(i,SMALLSMOKE);
                            sprite[k].xvel = 96+(Duke3d.TRAND()&127);
                            ssp(k,CLIPMASK0);
                            setsprite(k,sprite[k].x,sprite[k].y,sprite[k].z);
                            if( rnd(16) )
                                spawn(i,EXPLOSION2);
                        }

                        switch(t[0])
                        {
                            case 0:
                                sc.ceilingz += s.yvel;
                                if(sc.ceilingz > sc.floorz)
                                    sc.floorz = sc.ceilingz;
                                if(sc.ceilingz > s.z+(32<<8))
                                    t[0]++;
                                break;
                            case 1:
                                sc.ceilingz-=(s.yvel<<2);
                                if(sc.ceilingz < t[4])
                                {
                                    sc.ceilingz = t[4];
                                    t[0] = 0;
                                }
                                break;
                        }
                        break;

                    case 25: //PISTONS

                        if( t[4] == 0 ) break;

                        if(sc.floorz <= sc.ceilingz)
                            s.shade = 0;
                        else if( sc.ceilingz <= t[3])
                            s.shade = 1;

                        if(s.shade)
                        {
                            sc.ceilingz += SP<<4;
                            if(sc.ceilingz > sc.floorz)
                                sc.ceilingz = sc.floorz;
                        }
                        else
                        {
                            sc.ceilingz   -= SP<<4;
                            if(sc.ceilingz < t[3])
                                sc.ceilingz = t[3];
                        }

                        break;

                    case 26:

                        s.xvel = 32;
                        l = (s.xvel*sintable[(s.ang+512)&2047])>>14;
                        x = (s.xvel*sintable[s.ang&2047])>>14;

                        s.shade++;
                        if( s.shade > 7 )
                        {
                            s.x = t[3];
                            s.y = t[4];
                            sc.floorz -= ((s.zvel*s.shade)-s.zvel);
                            s.shade = 0;
                        }
                        else
                            sc.floorz += s.zvel;

                        j = headspritesect[s.sectnum];
                        while( j >= 0 )
                        {
                            nextj = nextspritesect[j];
                            if(sprite[j].statnum != 3 && sprite[j].statnum != 10)
                            {
                                hittype[j].bposx = sprite[j].x;
                                hittype[j].bposy = sprite[j].y;

                                sprite[j].x += l;
                                sprite[j].y += x;

                                sprite[j].z += s.zvel;
                                setsprite(j,sprite[j].x,sprite[j].y,sprite[j].z);
                            }
                            j = nextj;
                        }

                        p = myconnectindex;
                        if(sprite[ps[p].i].sectnum == s.sectnum && ps[p].on_ground)
                        {
                            fricxv += l<<5;
                            fricyv += x<<5;
                        }

                        for(p = connecthead;p >= 0;p = connectpoint2[p])
                            if(sprite[ps[p].i].sectnum == s.sectnum && ps[p].on_ground)
                                ps[p].posz += s.zvel;

                        ms(i);
                        setsprite(i,s.x,s.y,s.z);

                        break;


                    case 27:

                        if(ud.recstat == 0) break;

                        hittype[i].tempang = s.ang;

                        p = findplayer(s,&x);
                        if( sprite[ps[p].i].extra > 0 && myconnectindex == screenpeek)
                        {
                            if( t[0] < 0 )
                            {
                                ud.camerasprite = i;
                                t[0]++;
                            }
                            else if(ud.recstat == 2 && ps[p].newowner == -1)
                            {
                                if(cansee(s.x,s.y,s.z,SECT,ps[p].posx,ps[p].posy,ps[p].posz,ps[p].cursectnum))
                                {
                                    if(x < (unsigned)sh)
                                    {
                                        ud.camerasprite = i;
                                        t[0] = 999;
                                        s.ang += getincangle(s.ang,getangle(ps[p].posx-s.x,ps[p].posy-s.y))>>3;
                                        SP = 100+((s.z-ps[p].posz)/257);

                                    }
                                    else if(t[0] == 999)
                                    {
                                        if(ud.camerasprite == i)
                                            t[0] = 0;
                                        else t[0] = -10;
                                        ud.camerasprite = i;

                                    }
                                }
                                else
                                {
                                    s.ang = getangle(ps[p].posx-s.x,ps[p].posy-s.y);

                                    if(t[0] == 999)
                                    {
                                        if(ud.camerasprite == i)
                                            t[0] = 0;
                                        else t[0] = -20;
                                        ud.camerasprite = i;
                                    }
                                }
                            }
                        }
                        break;
                    case 28:
                        if(t[5] > 0)
                        {
                            t[5]--;
                            break;
                        }

                        if(T1 == 0)
                        {
                            p = findplayer(s,&x);
                            if( x > 15500 )
                                break;
                            T1 = 1;
                            T2 = 64 + (Duke3d.TRAND()&511);
                            T3 = 0;
                        }
                        else
                        {
                            T3++;
                            if(T3 > T2)
                            {
                                T1 = 0;
                                ps[screenpeek].visibility = ud.const_visibility;
                                break;
                            }
                            else if( T3 == (T2>>1) )
                                spritesound(THUNDER,i);
                            else if(T3 == (T2>>3) )
                                spritesound(LIGHTNING_SLAP,i);
                            else if( T3 == (T2>>2) )
                            {
                                j = headspritestat[0];
                                while(j >= 0)
                                {
                                    if( sprite[j].picnum == NATURALLIGHTNING && sprite[j].hitag == s.hitag)
                                        sprite[j].cstat |= 32768;
                                    j = nextspritestat[j];
                                }
                            }
                            else if(T3 > (T2>>3) && T3 < (T2>>2) )
                            {
                                if( cansee(s.x,s.y,s.z,s.sectnum,ps[screenpeek].posx,ps[screenpeek].posy,ps[screenpeek].posz,ps[screenpeek].cursectnum ) )
                                    j = 1;
                                else j = 0;

                                if( rnd(192) && (T3&1) )
                                {
                                    if(j)
                                        ps[screenpeek].visibility = 0;
                                }
                                else if(j)
                                    ps[screenpeek].visibility = ud.const_visibility;

                                j = headspritestat[0];
                                while(j >= 0)
                                {
                                    if( sprite[j].picnum == NATURALLIGHTNING && sprite[j].hitag == s.hitag)
                                    {
                                        if ( rnd(32) && (T3&1) )
                                        {
                                            sprite[j].cstat &= 32767;
                                            spawn(j,SMALLSMOKE);

                                            p = findplayer(s,&x);
                                            x = ldist(&sprite[ps[p].i], &sprite[j]);
                                            if( x < 768 )
                                            {
                                                if(Sound[DUKE_intTERM_PAIN].num < 1)
                                                    spritesound(DUKE_intTERM_PAIN,ps[p].i);
                                                spritesound(SHORT_CIRCUIT,ps[p].i);
                                                sprite[ps[p].i].extra -= 8+(Duke3d.TRAND()&7);
                                                ps[p].pals_time = 32;
                                                ps[p].pals[0] = 16;
                                                ps[p].pals[1] = 0;
                                                ps[p].pals[2] = 0;
                                            }
                                            break;
                                        }
                                        else sprite[j].cstat |= 32768;
                                    }

                                    j = nextspritestat[j];
                                }
                            }
                        }
                        break;
                    case 29:
                        s.hitag += 64;
                        l = mulscale12((int)s.yvel,sintable[s.hitag&2047]);
                        sc.floorz = s.z + l;
                        break;
                    case 31: // True Drop Floor
                        if(t[0] == 1)
                        {
                            // Choose dir

                            if(t[3] > 0)
                            {
                                t[3]--;
                                break;
                            }

                            if(t[2] == 1) // Retract
                            {
                                if(SA != 1536)
                                {
                                    if( klabs( sc.floorz - s.z ) < SP )
                                    {
                                        sc.floorz = s.z;
                                        t[2] = 0;
                                        t[0] = 0;
                                        t[3] = s.hitag;
                                        callsound(s.sectnum,i);
                                    }
                                    else
                                    {
                                        l = sgn(s.z-sc.floorz)*SP;
                                        sc.floorz += l;

                                        j = headspritesect[s.sectnum];
                                        while(j >= 0)
                                        {
                                            if(sprite[j].picnum == APLAYER && sprite[j].owner >= 0)
                                                if( ps[sprite[j].yvel].on_ground == 1 )
                                                    ps[sprite[j].yvel].posz += l;
                                            if( sprite[j].zvel == 0 && sprite[j].statnum != 3 && sprite[j].statnum != 4)
                                            {
                                                hittype[j].bposz = sprite[j].z += l;
                                                hittype[j].floorz = sc.floorz;
                                            }
                                            j = nextspritesect[j];
                                        }
                                    }
                                }
                                else
                                {
                                    if( klabs( sc.floorz - t[1] ) < SP )
                                    {
                                        sc.floorz = t[1];
                                        callsound(s.sectnum,i);
                                        t[2] = 0;
                                        t[0] = 0;
                                        t[3] = s.hitag;
                                    }
                                    else
                                    {
                                        l = sgn(t[1]-sc.floorz)*SP;
                                        sc.floorz += l;

                                        j = headspritesect[s.sectnum];
                                        while(j >= 0)
                                        {
                                            if(sprite[j].picnum == APLAYER && sprite[j].owner >= 0)
                                                if( ps[sprite[j].yvel].on_ground == 1 )
                                                    ps[sprite[j].yvel].posz += l;
                                            if( sprite[j].zvel == 0 && sprite[j].statnum != 3 && sprite[j].statnum != 4 )
                                            {
                                                hittype[j].bposz = sprite[j].z += l;
                                                hittype[j].floorz = sc.floorz;
                                            }
                                            j = nextspritesect[j];
                                        }
                                    }
                                }
                                break;
                            }

                            if( (s.ang&2047) == 1536)
                            {
                                if( klabs( s.z-sc.floorz ) < SP )
                                {
                                    callsound(s.sectnum,i);
                                    t[0] = 0;
                                    t[2] = 1;
                                    t[3] = s.hitag;
                                }
                                else
                                {
                                    l = sgn(s.z-sc.floorz)*SP;
                                    sc.floorz += l;

                                    j = headspritesect[s.sectnum];
                                    while(j >= 0)
                                    {
                                        if(sprite[j].picnum == APLAYER && sprite[j].owner >= 0)
                                            if( ps[sprite[j].yvel].on_ground == 1 )
                                                ps[sprite[j].yvel].posz += l;
                                        if( sprite[j].zvel == 0 && sprite[j].statnum != 3 && sprite[j].statnum != 4 )
                                        {
                                            hittype[j].bposz = sprite[j].z += l;
                                            hittype[j].floorz = sc.floorz;
                                        }
                                        j = nextspritesect[j];
                                    }
                                }
                            }
                            else
                            {
                                if( klabs( sc.floorz-t[1] ) < SP )
                                {
                                    t[0] = 0;
                                    callsound(s.sectnum,i);
                                    t[2] = 1;
                                    t[3] = s.hitag;
                                }
                                else
                                {
                                    l = sgn(s.z-t[1])*SP;
                                    sc.floorz -= l;

                                    j = headspritesect[s.sectnum];
                                    while(j >= 0)
                                    {
                                        if(sprite[j].picnum == APLAYER && sprite[j].owner >= 0)
                                            if( ps[sprite[j].yvel].on_ground == 1 )
                                                ps[sprite[j].yvel].posz -= l;
                                        if(sprite[j].zvel == 0 && sprite[j].statnum != 3 && sprite[j].statnum != 4 )
                                        {
                                            hittype[j].bposz = sprite[j].z -= l;
                                            hittype[j].floorz = sc.floorz;
                                        }
                                        j = nextspritesect[j];
                                    }
                                }
                            }
                        }
                        break;

                   case 32: // True Drop Ceiling
                        if(t[0] == 1)
                        {
                            // Choose dir

                            if(t[2] == 1) // Retract
                            {
                                if(SA != 1536)
                                {
                                    if( klabs( sc.ceilingz - s.z ) <
                                        (SP<<1) )
                                    {
                                        sc.ceilingz = s.z;
                                        callsound(s.sectnum,i);
                                        t[2] = 0;
                                        t[0] = 0;
                                    }
                                    else sc.ceilingz +=
                                        sgn(s.z-sc.ceilingz)*SP;
                                }
                                else
                                {
                                    if( klabs( sc.ceilingz - t[1] ) <
                                        (SP<<1) )
                                    {
                                        sc.ceilingz = t[1];
                                        callsound(s.sectnum,i);
                                        t[2] = 0;
                                        t[0] = 0;
                                    }
                                    else sc.ceilingz +=
                                        sgn(t[1]-sc.ceilingz)*SP;
                                }
                                break;
                            }

                            if( (s.ang&2047) == 1536)
                            {
                                if( klabs(sc.ceilingz-s.z ) <
                                    (SP<<1) )
                                {
                                    t[0] = 0;
                                    t[2] = !t[2];
                                    callsound(s.sectnum,i);
                                    sc.ceilingz = s.z;
                                }
                                else sc.ceilingz +=
                                    sgn(s.z-sc.ceilingz)*SP;
                            }
                            else
                            {
                                if( klabs(sc.ceilingz-t[1] ) < (SP<<1) )
                                {
                                    t[0] = 0;
                                    t[2] = !t[2];
                                    callsound(s.sectnum,i);
                                }
                                else sc.ceilingz -= sgn(s.z-t[1])*SP;
                            }
                        }
                        break;

                    case 33:
                        if( earthquaketime > 0 && (Duke3d.TRAND()&7) == 0 )
                            RANDOMSCRAP;
                        break;
                    case 36:

                        if( t[0] )
                        {
                            if( t[0] == 1 )
                                shoot(i,sc.extra);
                            else if( t[0] == 26*5 )
                                t[0] = 0;
                            t[0]++;
                        }
                        break;

                    case 128: //SE to control glass breakage

                        wal = &wall[t[2]];

                        if(wal.cstat|32)
                        {
                            wal.cstat &= (255-32);
                            wal.cstat |= 16;
                            if(wal.nextwall >= 0)
                            {
                                wall[wal.nextwall].cstat &= (255-32);
                                wall[wal.nextwall].cstat |= 16;
                            }
                        }
                        else break;

                        wal.overpicnum++;
                        if(wal.nextwall >= 0)
                            wall[wal.nextwall].overpicnum++;

                        if(t[0] < t[1]) t[0]++;
                        else
                        {
                            wal.cstat &= (128+32+8+4+2);
                            if(wal.nextwall >= 0)
                                wall[wal.nextwall].cstat &= (128+32+8+4+2);
                            KILLIT(i);
                        }
                        break;

                    case 130:
                        if(t[0] > 80) { KILLIT(i); }
                        else t[0]++;

                        x = sc.floorz-sc.ceilingz;

                        if( rnd(64) )
                        {
                            k = spawn(i,EXPLOSION2);
                            sprite[k].xrepeat = sprite[k].yrepeat = 2+(Duke3d.TRAND()&7);
                            sprite[k].z = sc.floorz-(Duke3d.TRAND()%x);
                            sprite[k].ang += 256-(Duke3d.TRAND()%511);
                            sprite[k].xvel = Duke3d.TRAND()&127;
                            ssp(k,CLIPMASK0);
                        }
                        break;
                    case 131:
                        if(t[0] > 40) { KILLIT(i); }
                        else t[0]++;

                        x = sc.floorz-sc.ceilingz;

                        if( rnd(32) )
                        {
                            k = spawn(i,EXPLOSION2);
                            sprite[k].xrepeat = sprite[k].yrepeat = 2+(Duke3d.TRAND()&3);
                            sprite[k].z = sc.floorz-(Duke3d.TRAND()%x);
                            sprite[k].ang += 256-(Duke3d.TRAND()%511);
                            sprite[k].xvel = Duke3d.TRAND()&127;
                            ssp(k,CLIPMASK0);
                        }
                        break;
                }
                BOLT:
                i = nexti;
            }

                 //Sloped sin-wave floors!
             for(i=headspritestat[3];i>=0;i=nextspritestat[i])
             {
                  s = &sprite[i];
                  if (s.lotag != 29) continue;
                  sc = &sector[s.sectnum];
                  if (sc.wallnum != 4) continue;
                  wal = &wall[sc.wallptr+2];
                  alignflorslope(s.sectnum,wal.x,wal.y,sector[wal.nextsector].floorz);
             }
        }
    }
}
